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Do those cool Carmageddon collisions

Started by November 06, 2000 09:47 AM
-1 comments, last by MothaBrain 24 years, 2 months ago
I really love the collision and physics system in Carmageddon! In fact it''s not that crazy thing at all I think, (in Carma 1) it''s just a moving+rotating bounding box of a car tested against the track geometry I like to implent this cool system into my game, too, but I seem to go down with the math! My objects are surrounded by such a bbox which is also rotating. Somehow I thougt it will surely be useful to add planes for every side of the box, so I did. Now the bigger problem: How to test the bbox (planes?) against polygon data of the track data. (I suppose this will be some cruel math code ) Perhaps someone has some helpful links or anyone can help me directly! I would be very thankful

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