How does Blitz handle mesh/collisions?

Blitz3D Forums/Blitz3D Programming/How does Blitz handle mesh/collisions?

Boiled Sweets(Posted 2006) [#1]
I want a walk way like like...



The question is how does Blitz handle collisions with irregular shapes? Does it just do a bounding box type of thing? In which case the player could cut corners...

Not good.

Is it best to create 3 separate 'planks' with their own collision boxes?

HELP!

I wish I never started qoob ;-)


Dreamora(Posted 2006) [#2]
This depends on your collision settings. For this kind of object you are in need to use polygon collision as box does not work (can not be rotated) and circle would not help straight away as well.

The only other thing might be using linepick straight downward to check if the player is on the planks


Boiled Sweets(Posted 2006) [#3]
So poly collisions will work, interesting...

Here are the planks in glorious detail (a little off topic).




jfk EO-11110(Posted 2006) [#4]
Nice planks :) Basicly I have to say all level geometry (walls, floor, planks etc.) should be polygon where the player should use sphere.
Only make sure there are no holes in the ground, because even when they are tiny, you may fall trough. So make sure vertices are shared, or planes are intersecting:

      Player may fall trough this ground when walking from right to left (even when it's radius is much higher than this gap):

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      Player won't fall trough this one since the planes are intersecting:

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