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Fake AABB #408004
09/23/12 12:24
09/23/12 12:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
My first try to archive AABB collusions (I hate OBB). It's based on old C-Script of Mat-Allum a.k.a. Some Moron. I've implemented gravity and some other stuff, but it still has some bugs and it's very WIP. I hope someone will find this useful, and some of experienced users would try to help me with developing this farther, cause my knowledge isn't good enough.
Here is download link:
Download link
Controls:
WSAD - movement
CTRL - crawl
SPACE - jump
C - toggle camera modes


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Re: Fake AABB [Re: 3run] #408014
09/23/12 16:47
09/23/12 16:47
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
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Joined: Feb 2010
Posts: 886
What are you talking about? This is great!
I imported physX, to see if you can correctly interact with physic objects and it worked ^^
Crawling works fine (even thou the camera isn`t as deep as it should be).
This is very useful. I am working right now with it ^^



Re: Fake AABB [Re: Random] #408016
09/23/12 16:53
09/23/12 16:53
Joined: Apr 2008
Posts: 650
Sajeth Offline
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Sajeth  Offline
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Posts: 650
Being interested in the theory of stuff like this... why do you prefer AABB over OBB? Where's the advantages/disadvantages? laugh


Teleschrott-Fan.
Re: Fake AABB [Re: Sajeth] #408054
09/24/12 14:14
09/24/12 14:14
Joined: May 2009
Posts: 5,370
Caucasus
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Random@ I'm happy to see, that you've found it useful laugh

Sajeth@ I need box collusions (or at least capsule) instead of ellipsoid, I hate it.
I can't get solid movement with it, and I do not see any examples as well.


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Re: Fake AABB [Re: 3run] #419018
03/04/13 22:19
03/04/13 22:19
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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can anyone reupload this?


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Re: Fake AABB [Re: 3run] #419023
03/05/13 06:29
03/05/13 06:29
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
User

Joined: Feb 2010
Posts: 886
Jop ^^

But a added granades for what reason ever...

Download link



Re: Fake AABB [Re: Random] #419028
03/05/13 09:20
03/05/13 09:20
Joined: May 2009
Posts: 5,370
Caucasus
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Random@ thats ok, thank you.


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Re: Fake AABB [Re: 3run] #422776
05/16/13 17:49
05/16/13 17:49
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Originally Posted By: 3run
I need box collusions (or at least capsule) instead of ellipsoid, I hate it.
I can't get solid movement with it, and I do not see any examples as well.

I've downloaded your script. Works fine for the FIRST sight. But in your script you use "USE_BOX" in "c_trace" to get collision detection.

The manual says USE_BOX don't use a box but an ellipsoid:
Quote:
USE_BOX
Uses the size, orientation, and shape of the bounding ellipsoid of the me entity as a 'probe' for tracing, rather than a line. The ellipsoid can be set up temporarily to the desired shape such as a sphere or a flat disk. A vertical trace with USE_BOX can detect the minimum ground distance within a round area, while ignoring small holes or grates.

Re: Fake AABB [Re: oliver2s] #422792
05/17/13 00:34
05/17/13 00:34
Joined: May 2009
Posts: 5,370
Caucasus
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Originally Posted By: oliver2s
The manual says USE_BOX don't use a box but an ellipsoid
Sure, you are correct. Since AABB is not supported any more (but it still works) all c_ instructions in Acknex use ellipsoid shape. About the demo, unfortunately it does not provide a real AABB alternative, but just a fake one made out with ellipsoid shapes. Sorry for describing it wrong in my posts above.


Greets


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Re: Fake AABB [Re: 3run] #422795
05/17/13 06:49
05/17/13 06:49
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
maybe I asked it earlier: why don't you set simply your character to passable, and make a cube or cuboid entity at its origin set to polygon that is c_move-d and followed by the character? this way the character collision shape would be axis aligned.


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