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hit boxes for collision #74355
05/16/06 15:16
05/16/06 15:16
Joined: Apr 2006
Posts: 36
India
G
gamespider Offline OP
Newbie
gamespider  Offline OP
Newbie
G

Joined: Apr 2006
Posts: 36
India
a quick and fast way 2 fake per poly collision detection is 2 use hit boxes. the idea is this...

calculating each and every finger in ur hand for collision detection is not likely 2 produce any noticeable difference (other than decrease the framerste).
do why not use a cube hitbos each for ur arm and hands...

even half life 1 engine of 1997 supports it. Why not 3dgs?

Re: hit boxes for collision [Re: gamespider] #74356
05/16/06 16:50
05/16/06 16:50
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
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slacer  Offline
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Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
This technique is used in MythicAI to make it possible to have different hitpoints (arms, leg, head, shoulders, etc.)

You can use it to simplify the collision detection if your model has a high poly count.

It is up to you to use this idea, but computers have more horsepower than anno 1997. The question is if it is still required to go this way of optimization...

Think about early 3d games. They had to store sin/cos data in tables to speed up the game. This is not needed any more and it was not accurate...

-- slacer


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