Collision Detection
hey all,
I''ve read through Lesson 31, and then had a look at the source...
Anyway, my problem is that I really can''t understand it. I was wondering if any of you gurus could tell me how you do collision in your FPS engines??
Thanks in advance
This isn''t the sort of topic which can be answered in a single forum post. I''m afraid you''re going to have to do a bit more research than just looking a one Nehe tutorial...
Just typing "collision detection" into google got me these on the very first page:
http://www.gamasutra.com/features/20000330/bobic_01.htm
http://www.flipcode.com/tutorials/tut_collision.shtml
http://www.stanford.edu/~jgao/collision-detection.html.
(Note: I didn''t read these for very long, so I can''t vouch for their usefulness. This is just an example of what you can find)
codeka.com - Just click it.
Just typing "collision detection" into google got me these on the very first page:
http://www.gamasutra.com/features/20000330/bobic_01.htm
http://www.flipcode.com/tutorials/tut_collision.shtml
http://www.stanford.edu/~jgao/collision-detection.html.
(Note: I didn''t read these for very long, so I can''t vouch for their usefulness. This is just an example of what you can find)
codeka.com - Just click it.
www.gametutorials.com .. go there.. there''s a great collision detection tutorial that should suit your needs.
note: there is no html tutorial, but just download the code and search for NEW and it''ll bring up all the new (non-basecode) code related to it.
You can learn quite a lot from it IMHO.
note: there is no html tutorial, but just download the code and search for NEW and it''ll bring up all the new (non-basecode) code related to it.
You can learn quite a lot from it IMHO.
"Build a man a fire, and he will be warm for a day. Set a man on fire, and he will have warmth for the rest of his life"
There''s a kickarse tute right here on GameDev (can''t be arsed finding the url for you... sorry, its been a long day at work
)
It''s basically all about using ellipsoids for collision detection (if you aren''t using these, you should be, as they are way faster and easier than boxes IMHO). Another upside of ellipsoids is that they are generally closer to accurately bounding a humanoid model (as seen in any number of games) than a sphere or bounding box. Plus, you can use a heirarchy of them attached to a skeleton, and subdivide said humanoid and have stuff like location damage... mmmm, headshots (like I said... long day at work
)
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It''s basically all about using ellipsoids for collision detection (if you aren''t using these, you should be, as they are way faster and easier than boxes IMHO). Another upside of ellipsoids is that they are generally closer to accurately bounding a humanoid model (as seen in any number of games) than a sphere or bounding box. Plus, you can use a heirarchy of them attached to a skeleton, and subdivide said humanoid and have stuff like location damage... mmmm, headshots (like I said... long day at work

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