collision detection without response?

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chwaga(Posted 2007) [#1]
how could i go about detecting a collision, but without having any slide, stop, etc. output?


GfK(Posted 2007) [#2]
Use proxy meshes for collisions.


jfk EO-11110(Posted 2007) [#3]
You have to know about collision they work this way:

positionentity e,x,y,z actually positions it there.

Updateworld() will do the collision checks and if neccessary it will move the entity back to the collision location.

So you can:

positionentity
store xyz of entity
updateworld
check for collision
reposition entity at the stored xyz
reset entity collision state


To reset the entity you may use ResetEntity, or you can also HideENtity and show it again, this will reset the collsion too (therefor, collsion with hidden entities does not work , at least AFAIK)


Zethrax(Posted 2007) [#4]
Here's an example of using proxy meshes:
http://www.blitzbasic.com/codearcs/codearcs.php?code=1901


IPete2(Posted 2007) [#5]
chwaga,

Check out the Meshintersect command too, Im using that to great effect currently, although only in small doses.

IPete2.


chwaga(Posted 2007) [#6]
yeah, I was thinking of using meshintersect, though if i use it too much, it'll bog down lower quality computers


big10p(Posted 2007) [#7]
Use MeshesIntersect on a hidden, low-poly proxy mesh?