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AABB crawling? #412257
11/24/12 18:14
11/24/12 18:14
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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3run  Online OP
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Caucasus
I know that AABB isn't supported anymore ( frown ), but I wanted to ask you a question jcl, answer for which you could share from your experience I guess. I use AABB but I can't get player to crawl, I've asked community, and didn't get any responses, probably no one knows, or no body cares, so I hope that at least you will be able to get me some ideas about this. Here is the thread, where I've asked my question:
AABB and changing bbox size run-time
There is even a demo (if link is broken, I can provide new one), to show the problem, so what I really wanted to know, how you've used to make player crawl in A5 template? How to make bounding box smaller with AABB collusions? Thank you for your time.


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Re: AABB crawling? [Re: 3run] #412271
11/24/12 20:15
11/24/12 20:15
Joined: Feb 2010
Posts: 886
Random Offline
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I would just morph the AABB model into a smaller AABB model, after the camera was set down to crawling height.



Re: AABB crawling? [Re: Random] #412348
11/26/12 08:38
11/26/12 08:38
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
No, that would not work, because when you then morph it back chances are that you'll get the head stuck in the ceiling.

We just pull the collision shape down until it touches the ground. That's one of the reasons why in 3D games actor collision shapes should be reduced in height and not touch ground in normal walking.

Re: AABB crawling? [Re: jcl] #412352
11/26/12 09:51
11/26/12 09:51
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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OK, I guess I've got it. So there is no way to change BBOX's size, and I can (have to) move collusion shape up and down, depending on the movement state, right? Please, take a look at the picture, to make sure that I've got your idea right:


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Re: AABB crawling? [Re: 3run] #412355
11/26/12 10:38
11/26/12 10:38
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
Yes, the image shows it correctly.

You can alternatively change the collision box size when you check before that it then does not penetrate any obstacle. But pulling it down is the simpler and more robust method.

Re: AABB crawling? [Re: jcl] #412359
11/26/12 11:07
11/26/12 11:07
Joined: May 2009
Posts: 5,367
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3run Online OP
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Changing the collision box size? You mean by setting both FAT and NARROW flags on manually changing "max_x" and "min_x" vectors? That doesn't work for me (it's like there is an invisible bounding box, which doesn't change it's size).


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Re: AABB crawling? [Re: 3run] #412577
11/29/12 14:59
11/29/12 14:59
Joined: May 2009
Posts: 5,367
Caucasus
3run Online OP
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ok, thank you anyway


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Re: AABB crawling? [Re: 3run] #412586
11/29/12 16:48
11/29/12 16:48
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,967
Frankfurt
Sorry, I overlooked your response. I can not tell you why your script does not work for you, but you can see the OBB collision box when you press F11 twice. This should help to get it working.

Re: AABB crawling? [Re: jcl] #412592
11/29/12 17:12
11/29/12 17:12
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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From 3run's demo:



You can move the entity through the gap with OBB but not with AABB, that is what's troubling 3run.


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Re: AABB crawling? [Re: Superku] #412597
11/29/12 18:07
11/29/12 18:07
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,967
Frankfurt
But A8 has no AABB, only OBB collision.

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