Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / Sliding Collision

Author
Message
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 28th Feb 2003 03:50
Could someone just post a simple snippet of what EXACT part makes the sliding collision work. I've got the scenes set up in game, with a nice forest, and every tree has collision detection and so does my "sphere" player. I know I have to run a constant object collision check, which I was able to do, but i think whenever i tried to reposition the object to make it appear to be sliding, but it would jerk around and reposition back to the same darn spot ... ::Sigh:: Thanks people!
P.S. This is what the alphabet would look like if Q and R were eliminated.
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 28th Feb 2003 05:58
first off, you need to make collision boxes of the RIGHT size for all of your objects. this is probably what you are doing wrong. Here is an algorythm to make the rigth sized static boxes:



and collision in the loop:



assuming your objects position are x#,y# and z#

Darken the skies, we are god
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 28th Feb 2003 08:14
wow, and that's all there is to it? let me try that ...

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 28th Feb 2003 08:19
WOW! The code works fine! But now my third person camera doesn't rotate around my player, lol, always something ...

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 28th Feb 2003 08:19
P.S. Thanks YOU!

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 28th Feb 2003 08:21
Ack, nevermind, I think I accidentally deleted my mouselook swinging camera code ... I am such a stinker.

P.S. This is what the alphabet would look like if Q and R were eliminated.
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 2nd Mar 2003 05:23
Well ... you add another dimension and something goes AWOL. I got my jump code working, but now that I can jump, I can also jump through my trees ... any clue on what might cause that little trick?

P.S. This is what the alphabet would look like if Q and R were eliminated.
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 2nd Mar 2003 05:27
you can jump through the trees...whats your jump code? either the height of the tree's collision box is wrong, or maybe you dont check for collision in midair?

Darken the skies, we are god
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 2nd Mar 2003 05:37
Well, the boxes seem to work from the ground to about mid-level of my trees.

P.S. This is what the alphabet would look like if Q and R were eliminated.

Login to post a reply

Server time is: 2024-11-24 04:35:57
Your offset time is: 2024-11-24 04:35:57