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Geek Culture / would sliding collision REALLY thrill you?

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Pricey
21
Years of Service
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Joined: 22nd Feb 2003
Location:
Posted: 22nd Dec 2003 21:34
i am making a game and i have my own sliding commands but the objects are too complcated so i am using basic collision do you think this would make people not want to play it?

Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 22nd Dec 2003 21:36
Yes

Insiiiiiiiiiiiiiiiiiiiiiiiide!
ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 22nd Dec 2003 21:43
irratating collision can ruin the gameplay, best to include sliding i at all possible


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Pricey
21
Years of Service
User Offline
Joined: 22nd Feb 2003
Location:
Posted: 23rd Dec 2003 17:04
oh, poop

Mattman
21
Years of Service
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Joined: 5th Jun 2003
Location: East Lansing
Posted: 23rd Dec 2003 20:16
lol

I am mischeivious
RoooooOoooooKoooooKoooooRoooooOoooooKoooooKooooo!
Pricey
21
Years of Service
User Offline
Joined: 22nd Feb 2003
Location:
Posted: 23rd Dec 2003 20:27
don't be lolin' at me!

zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 23rd Dec 2003 21:23
Have you looked at the Nuclear Glory stuff? I really like it. It seriously helped my current alienware project have hover cars without a massive amount of coding.
--
TAZ
Andy Igoe
21
Years of Service
User Offline
Joined: 6th Oct 2002
Location: United Kingdom
Posted: 23rd Dec 2003 23:56
Without knowing how you have constructed your world geometry it is hard to know how to best advise you - if your using .x levels then segment them and only test against the local .x object, if your using bsp then - actually I dont know what you'd do for bsp . Anyway, reduce the work of the collision function by reducing the polys it tests against.


God created the world in 7 days, but we're still waiting for the patch.

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