Thanks for everything relic and galero that help to be formed some 3d minds :) really thnx ;)
Type: Posts; User: DoğanÇoruh
Thanks for everything relic and galero that help to be formed some 3d minds :) really thnx ;)
Relic : you had explained what i try to explain :) good but how can we add these two way to eachother? :) ha? friend :))
Hım good question but why did you ask?
if it is for collision detection please look at to my topic Bounding Spheres but walls?
thanks
regards
Excuse me! :))
x:=x+sin(angle);
z:=z+cos(angle);
y is for jumping or flying for camera :))
Galero I think my way is best for you and your machine :))
hım dfrey says some way but the way must support the sky by wall i dont know what can i explain :)
in q3 if we strike to a wall and if...
Sorry for my bad english :)
Yes guy you know immortal delphi ehehe
himmm you say that you wrote the code over and over
hım
the thing that you must do is
our first cube's sphere's radius is r1
second sphere's raidus...
We can simply use bounding spheres for collision detection but walls?
;))
Well i am searhing something that you are searhing... :)) i think...
Like q3 when you move the mouse anywhere after a few moves the vision of player doesn't stop but when we code this ourself :))...
you are using delphi as me guys http://www.opengl.org/discussion_boards/ubb/smile.gif)
i have coded all of libraries i want to code but i can't do collision detection because i have no think ...
If you have find any useful examples can you send me? or can u explain using selection buffer for collision detection?
thanks
As Shadow's question
One of guy explain it quickly but however something is missing
what is hit array in his example?
Can he write a clear example here?
i simply want to detect which object...
Does anyone know to detect collision between camera and a quad or a triangle in delphi with opengl?
I am living in Turkey and There is no book in TURKEY that explains opengl and advanced gaming...