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.
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.