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Another old topic: "bullet-through-paper " effect

Another old topic: "bullet-through-paper " effect

2003-12-09       - By Geng Wang

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Reply:     1     2     3     4  

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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