collision detection without response?
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how could i go about detecting a collision, but without having any slide, stop, etc. output? |
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Use proxy meshes for collisions. |
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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) |
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Here's an example of using proxy meshes: http://www.blitzbasic.com/codearcs/codearcs.php?code=1901 |
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chwaga, Check out the Meshintersect command too, Im using that to great effect currently, although only in small doses. IPete2. |
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yeah, I was thinking of using meshintersect, though if i use it too much, it'll bog down lower quality computers |
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Use MeshesIntersect on a hidden, low-poly proxy mesh? |