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Having collision detection in camera #340088
08/31/10 18:25
08/31/10 18:25
Joined: Aug 2010
Posts: 26
J
JHA Offline OP
Newbie
JHA  Offline OP
Newbie
J

Joined: Aug 2010
Posts: 26
Hello
Quick one, is it possible to have a collison detection for camera itself, so that I do not have to make first entity and then put camera follow it. So the camera itself could not go through terrain for example
Thanks

Re: Having collision detection in camera [Re: JHA] #340091
08/31/10 18:39
08/31/10 18:39
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
no, the camera isn't a real object in your 3D world, its only a view with no meshes or vertices attached


Visit my site: www.masterq32.de
Re: Having collision detection in camera [Re: MasterQ32] #340094
08/31/10 18:48
08/31/10 18:48
Joined: Aug 2010
Posts: 26
J
JHA Offline OP
Newbie
JHA  Offline OP
Newbie
J

Joined: Aug 2010
Posts: 26
ok, thanks, I kind of quessed

Re: Having collision detection in camera [Re: JHA] #341717
09/19/10 17:32
09/19/10 17:32
Joined: Jan 2006
Posts: 245
PA
Garrettwademan Offline
Member
Garrettwademan  Offline
Member

Joined: Jan 2006
Posts: 245
PA
I experienced this where the camera would follow a player, and would get stuck under terrain or objects. In order to fix this, I have the camera do a c_trace from it's position to the object position (say the player). If it detects any collision, it zooms in and does another c_trace to the player, if there is still a collision, it zooms in closer to the player once again until nothing is between the camera and player.

Is this what you are looking for?


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https://www.computer-repair-simulator.com
Re: Having collision detection in camera [Re: Garrettwademan] #341718
09/19/10 17:51
09/19/10 17:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I'd recommend to trace vice versa, from the player to the 'usual' camera position and then set the dist between camera and player closer than that where the trace hit an obstacle.


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