Fuel 's new websites (X-post) 2004-03-04 - By Neto
Back > Ah yes, interacting with scenery. I've not got moving platforms or > anything, so I've yet to cross that bridge. > Interactive scenery itself is simple enough, but moving things... > > Barry
Damn, I feel exactly the same :) Our current game doesn't have such interactiveness, and I'm dying to make somethign with movable platforms someday (I'm also dying to do something with arbitrary gravity surfaces too... but that's another story!).
BTW, gotta thank you, Barry, for your inspiration in doing a full-lingo collision detection system. It took a while, it was re-written from scratch at least 5 times, and before it got truly done it produced the weirdest glotches ever, but after I managed to get it round and polished, the pseudo 3D CD system for our game is one of the things I'm proud the most from it. I even got characters to walk over a terrain without modelsunderray.
The only gripe I have is that I didn't have enough time to get the ellipsoid-ellipsoid intersection routine to support non-uniformly scalled ellipsoids, since time was running and there was tons of stuff to be done about the game. None of the articles on ellipsoids I found had anything on testing collisions between rotated ellipsoids with non-uniform dimensions ;_;
I got it to work once, but a crash made me lose the damn file... well, that happens. Maybe in the next game.
Whenever I get the time, I'll try to get the CD got into a format people can understand and use, make it more versatile (support full 3D collisions, as example) and put it online. I see too many Director developers out there having problems in getting proper collision detection to work.
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