by Major Cooke » Fri Jun 21, 2019 11:39 am
If we're talking with actor-on-actor collision, it's fairly trivial to make one
cylindrical or even spherical (by using Distance3DSquared instead of 2D). But again, only if it's actors doing the colliding. Naturally, you'll have to code the hitbox collision shape to match.
But if you're talking about actor-on-map geometry, yeah, that wouldn't work at all.
If we're talking with actor-on-actor collision, it's fairly trivial to make one [url=https://forum.zdoom.org/viewtopic.php?f=39&t=57396&p=1011550#p1011550]cylindrical[/url] or even spherical (by using Distance3DSquared instead of 2D). But again, only if it's actors doing the colliding. Naturally, you'll have to code the hitbox collision shape to match.
But if you're talking about actor-on-map geometry, yeah, that wouldn't work at all.