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Collison detection

Started by Xyan Dec 6, 2001 at 5:19 PM 0 replies 350+ views
Original Post
Xyan
Xyan
I' d like to know how collision detection is set up propperly for a main character in you game. I've learned how you set a collision detection routine by using a sphere around your main character but what if you want to use a more precise method? Is using a sphere or a bounding box(that's mayby split up up in several boxes) the right way? And how does a good fps like quake use coll. det.? Edited by - Xyan on December 6, 2001 6:20:33 PM
ferceg
ferceg
there are documents on the subject (start google and type: +collision +sphere +gravity +sliding) and in the 1st 10 results you will get a pdxtut.....html.
It''s good, I''ve implemented it, but my impl. is not perfect yet
(sometimes I can go under the stairs in my test level...)

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