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3d Colision

Posted: Sat Jan 05, 2008 0:42
by ZardoZ
We can expect that some day, a bit more advanced hit/collision detection which 3d models ?

Posted: Sat Jan 05, 2008 0:45
by Enjay
My guess is almost certainly not. Nice though it would be, I *think* that would involve delving into the physics engine - a notoriously complex and messy collection of unstable code... apparently. Graf and Randy have both expressed understandable reluctance to tackle stuff in that area before.

Posted: Sat Jan 05, 2008 8:57
by Azure Agony
If I compare old Doom engine and that what made Randy and Graf I am REALLY impressive. I always dream about 3D floors (called that "floor above floor" :)) And now we got it and more, more features like great Decorate, 3D models, GL and others. Of course that would be nice if some day GZDoom will be uses bumpmapping, specular lightning, MD5s, volumetric lights and others features :D For now we can use sprites properities to describe 3D models collisions, and one litlle thing what I'm praying now is 3 basic properties to describe sprite:
Height (x) - that we got;
Width (y);
Depth (z);
These two lasts now are describes by Radius, but it's not that same compare to real 3 dimensional (x, y, z).

Posted: Sat Jan 05, 2008 9:50
by Graf Zahl
What Enjay said. The physics engine as it is can't even handle non-square actors so how should more complex things be possible then?

Posted: Sat Jan 05, 2008 16:00
by ZardoZ
Even, boxy actors, would be a nice addition, because, working over it, we (mapers/moder) can try to simulate a bit more collision models. Isaw some time ago, some maps for Risen 3d sp, that uses MD2 models like "static meshes" of UT2003/4 .... even used it to create 3d floors, but failed when you see that you can walk across some pieces of the hull.