Skip to main content
GameDev.net gamedev.net
🔒 Locked

Collision Detection Complete Do Over

Started by black_mage_s Jan 11, 2002 at 6:26 PM 5 replies 200+ views
Original Post
black_mage_s
black_mage_s
Alright, heres the deal, i have a collision detection program that works relatively well but i have to scrap the entire thing. what i need is a Terrain Collision Detection program that willalter the position of the chracters leg and how they affect the body depending on the hieght of the ground between them. Is this possible? Or, more accurately, is there and efficient way to do this with a single model?
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
black_mage_s
black_mage_s
come on guys, i really need some help on this
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
black_mage_s
black_mage_s
I was looking for more of a way so that it wont look like the character is falling over.

More like ifthe land is slanted, one leg will be high than te other, but bent at the knee, keeping the torso at a near90 degrees
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
eldee
eldee
this is as easy as a conditional statement...
just test the angle, and if it''s more than 45 degrees or
whatever, then alter the mesh..
if you''re using a loaded mesh, then i''d suggest having
a specific animation for it.. if you''re using multiple objects
it''s done the same way. instead of changing the animation
or whatever you''d just alter the position of the object in
question.. (foot, leg, ect...)

-eldee
;another space monkey;
GalaxyQuest
GalaxyQuest
If you got keyframe animation, then the above poster is correct, you will need to make another animation for walking/running on angled terrain.

Otherwise, you need skeletal animation and bones which influence other bones. I looked at OPERATION FLASHPOINT(great game!!) which i am 95% sure uses skeletal animation, and the body''s legs and waist were at a tilt according to collision of each foot on ground. (I ran my character to a hill and it looked this way, so I am also only going by what i see).

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.