  | | | Another old topic: "bullet-through-paper " effect | Another old topic: "bullet-through-paper " effect 2003-12-09 - By Geng Wang
Back Hi,
I am working on collision detection in a small 3D maze game. The character is driven by several sets of motions (like "walk"/"run" etc.) and the aim is to get to the "exit" of a "perfect maze" that is automatically generated by Lingo. Each cell of the maze is a box with its "left"/"right"/"front"/"back" property set to false/true. Basically I am using modelsUnderRay+boundingBox to detect collision.
The difficult part I found is when the character moves at a ralatively high speed (like in a running movement) and you happen to play the movie in a ralatively slow machine, the character will go through the wall before the code can detect collision with the wall. I think there are some solutions to this "bullet-through-paper' effect out there. I saw the code by Paul Catanese from The Director 3D book, in which he uses a "safeplane" to slow down the speed of the character when the "safeplane" collides with objects in front of the character. But the character is driven by translation, instead of by bonesplayer animation; so I assume there will be some headache for me to transfer his code for my own use (btw, I am a newbie coder:().
Basically I'd like to hear any hints or rules of thumb before I start tweaking with the code, on using collision detection with bones animation in Director. It would be great if there are some sample movies or tutorials out there! Thanks a lot!
Geng
===== Geng Wang www.geocities.com/gwangdesign
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