I hope zzxyz dont mind
https://drive.google.com/file/d/18jZDTU ... KKCGg/view
Moderator: GZDoom Developers
ketmar wrote:it is not a sarcasm, it is a general description of majority of coldet algorithms out there. you asked something from the field where you should have strong math background, otherwise you won't understand the answer. if you don't know what minkowski sum is, you won't understand more complex algorithm descriptions, because most of them are either building, or approximating minkowski sum (even SAT to some extent).
p.s.: most of the games does it like this: `if (traceShape(&tracestruct)) { wow! it collides! }` now THIS is sarcasm.
Either I don't know what this is exactly or there is no use of that. An MD3 model actor already has a bounding box collission but it's not scalable and can't be rotated according to things parameters like pitch, roll, scale and angle. Did you know that these bounding boxes don't rotate according to angle at which a thing is set on, they always stay static, the only thing they have is height and radius (yes they are actualy 3d cubes). So for computer to automatically decide on where player or another actor like rocket can collide to walk or explode is to use a special collision detection algorithm that we're all currently looking for. So far at least my approach works semi decently now. I have managed to create a special set of such irrenderable collision actors with different height and radius and just spread them around the surface that my md3 models "have".TDRR wrote:What if we made a plugin for GZDB that adds invisible bridge things to the selected models?
ketmar wrote:as i said several times here, you can't have what you want without rewriting the whole doom collision detection code. that code is deeply flawed, totally unextendable, and almost unmaintainable.
i know what i am talking about, as i am the author of the sourceport, where i am working on completely replacing doom coldet code with Q3-like coldet code.
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