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USE_AABB or not? #170934
12/04/07 06:24
12/04/07 06:24
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline OP
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D3D  Offline OP
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I've converted KHMovement for Litec last week and now changed the trace to c_trace. From the manual I see there's a P before the USE_AABB and made me think its a professional feature? Must I remove USE_AABB from the code? When I do it makes the player bounce a little on the ground like he was on a trampoline or something like that ^^


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Re: USE_AABB or not? [Re: D3D] #170935
12/06/07 21:13
12/06/07 21:13
Joined: Oct 2006
Posts: 106
i_program_games Offline
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i_program_games  Offline
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Posts: 106
From my understanding yes. USE_AABB is a professional feature. However, I am not sure how USE_AABB is handled when used in a version that doesn't support AABB. I DO know that achieving the desired collision effect usually requires quite a bit of tweaking.

Re: USE_AABB or not? [Re: i_program_games] #170936
12/06/07 21:27
12/06/07 21:27
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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just try and find optimal collision mode

Re: USE_AABB or not? [Re: Shadow969] #170937
12/06/07 23:20
12/06/07 23:20
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D3D Offline OP
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D3D  Offline OP
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Yes I always try, but thought it was a Pro only feature. Although it seem to work with A7 Commercial too.


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Re: USE_AABB or not? [Re: D3D] #268229
05/28/09 08:44
05/28/09 08:44
Joined: Jan 2009
Posts: 38
Anonymous2009 Offline
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Anonymous2009  Offline
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Posts: 38
I always thought that P stands for Pure, no wonder I don't see any difference on whether I'm using USE_AABB or not.

Re: USE_AABB or not? [Re: Anonymous2009] #268231
05/28/09 09:01
05/28/09 09:01
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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take me down to the paradise c...
... <no comment>
Before someone insults me.

Last edited by Cowabanga; 05/28/09 10:03.

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