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Re: Collision querries.... #6982
09/19/01 03:15
09/19/01 03:15

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Anonymous OP
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Zazang, my english isnt good, but I think I can help you if you give me some example

Joshua


Re: Collision querries.... #6983
09/19/01 06:52
09/19/01 06:52
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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Joined: Mar 2001
Posts: 1,825
London, England
Hi tman - is the origin at the centre of your model? As my game is mainly a fighting game, my own experience is mainly with model-to-model collisions, so I haven't messed around with hull based collisions much.

However, I do know that there are some major problems with collision detection in A5 that sometimes need WDL workarounds. I found this out when I got a number of fighters punching each other and moving towards each other - sometimes they would walk right through each other. You can see this in the office level if you line the Warlock up with the Guard and push forward - sometimes they will pass through one another. JCL confirmed this as an engine bug; he also said that the collision detection of A5 is scheduled for a complete rewrite around November/December (as I remember).

Sorry if this isn't much help, but I'm not really sure why a model would pass through something going sideways...

Cheers,
Keith

P.S. I do have some workaround code for the push-forward-and-pass-through bug if anyone wants it (though you probably won't encounter the bug very often).


Re: Collision querries.... #6984
09/19/01 10:25
09/19/01 10:25

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yep, origin is at centre. ah well, since I am using A5 maybe it's the bug u mentioned.

thx for the info bro.


Re: Collision querries.... #6985
09/19/01 12:24
09/19/01 12:24

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Here are Doug's answers to the 6 questions:-

1) Entity collision uses Axis-Aligned Bounding boxes.
2) Box shaped
3) Make sure the max/min x,y,z values are scaled as well.
4) Hull collision
5) You can adjust the bounding box manually if you like.
6) Maybe. Make sure the door's "push" value is higher than the level.

Thanks Doug..
zazang


Re: Collision querries.... #6986
09/22/01 06:12
09/22/01 06:12
Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
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WildCat Offline
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WildCat  Offline
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Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
frank r seems to have touched on a problem I just got burned by.

This discussion of collisions has been very helpful to me. I tried to have a model swing around by altering just it's pan value, and collision is not working.

Thanks to Frank, it just occured to me that collision only works based on the use of some sort of move command, right?


-WildCat



Visit us at [url=http://www.vertexgames.com]Vertex Games[/url]!
Re: Collision querries.... #6987
09/22/01 07:13
09/22/01 07:13
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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Joined: Mar 2001
Posts: 1,825
London, England
Yes, just changing position won't perform collision detection; to use collision detection you must use move() or ent_move(). It's touched on in the Tuesday Afternoon: Game Physics part of the manual (one of those things you only ever read once).

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