View Full Version : 3D Game Programming
09-21-2000, 10:36 PM
How do I create gravitation without getting the player (or camera) to fall through the floor or walk through walls? Do I use glFeedback or glSelect to determin the distance to the nearest polygon surface?
This is really importing for me to create solid 3d games like HalfLife or Quake.
Please e-mail me: email@example.com
09-22-2000, 12:22 AM
Check out Collision Detection tutorials/articles at :
http://www.gamasutra.com http://www.flipcode.com (http://www.filpcode.com) http://www.gamedev.net
Notice that Collision detection as nothing to do with the 3D API you use.
Hope it helps.
[This message has been edited by Ingenu (edited 09-22-2000).]
09-23-2000, 09:33 AM
Thank you for the Collision Detection-links. It was helpful.
Did I forget to tell that I was using OpenGL as a 3D API for my game?
Well... I just found out that OpenGL supports the SELECTION that tells when ever a polygon intersect (or collide) with a giving viewing volume, the viewing volume does not have visible by the user!
The select-buffer and frame-buffer are seperate things.
I am able to define the viewing volume as a brick (glOrtho-function) that surrounds the player.
Now, when the viewing-volume (player) intersecs with any polygon, then I know that the player touches the ground/floor, and then I can stop the gravitational pull or compensate.
Was this information useful?
Powered by vBulletin® Version 4.2.2 Copyright © 2015 vBulletin Solutions, Inc. All rights reserved.