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Re: Getting "stuck" where concave blocks intersect
[Re: Pappenheimer]
#176253
01/14/08 01:40
01/14/08 01:40
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems

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Joined: Mar 2003
Posts: 4,264
Wellington
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Quote:
I never thought of this 'lifting up' before move, too. Great advice and insight! Thank you, Damocles!
Yup, I second that, thanks Damocles What a relief !
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Re: Getting "stuck" where concave blocks intersect
[Re: Pappenheimer]
#176258
01/14/08 18:48
01/14/08 18:48
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Joined: Mar 2002
Posts: 580 San Francisco
clone45
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OP
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Joined: Mar 2002
Posts: 580
San Francisco
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@Pappenheimer: I agree. That's basically why I still think that there's a bug in c_move. However, my entity can still walk up stairs, so luckily everything is working. (PS: howdy!) I posted all my movement code to the wiki at: http://www.coniserver.net/wiki/index.php/Modified_Kingdom_Hearts_Movement@F.Lim: I was worried too that Damocles's solution wouldn't work for my entity because his entity floated above the ground and mine is standing on the ground. However, you can keep the entity on the ground and just lift the bounding box slightly off the ground. This might not be a great solution for a car if you're seeking realistic movement, but it worked great for my little goblin game.
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Re: Getting "stuck" where concave blocks intersect
[Re: jcl]
#176260
01/21/08 10:24
01/21/08 10:24
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Joined: Oct 2003
Posts: 827 22�21'24"N 114�07'30...
Frederick_Lim
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User
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
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Quote:
NEVER move an entity by dragging its bounding box along the ground. ALWAYS keep a distance from the ground. Use c-trace to let the entity float in step-size height above the ground. The reason is not only the above problem, but also that movement by dragging is very slow because of the permanent collisions. If you have 1000 actors moving around, you'd end up with 10 fps with this method of movement.
Is that mean if I have 1000 entities gliding on wall I will end up with 10 fps as well?
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