Yes, Collision detection, but with a twist ;p

Hello forum!

I have been trying to get collision detection working, but atm I cant even structure a full algorithm!

This is very basic type of detection, 2D world, with even 1 bounding box ( well, Ill expand this when I have time, and understanding!). The game is tile based, but Im using BSP trees for collision detection.

Now heres the real twist.

In order to cut down on algorithms and time, for each level, the drawing space is redefined as 0 - mapWidth, 0 - mapHeight, though one can only view a 20x20 region, and scale down to make sure tile sizes remain as I want them to :).

Heres the basic code, that I think should do the job of creating the corret drawing space:


void globNewDimesion( float globfMaxX, float globfMaxY )
{
	/* set up graphix mode to correlate to map... */
	glMatrixMode( GL_PROJECTION );
	glPushMatrix();
	
	glLoadIdentity();
	glOrtho( 0.0f, 0.0f, globfMaxX, globfMaxY, -1.0f, 1.0f );
	
	glMatrixMode( GL_MODELVIEW );
	glPushMatrix();
	
	glScalef( 0.2f, 0.2f, 1.0f );
}

And the camera is kept on the player with a simple glTranslatef.

This means that tile map co-ords should directly correspond to player position, and images dont have constraints :smiley:

However, I have now become utterly confused in how to implement collision detection. I’ve checked out http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_bst1.aspx, a very nice tutorial on bsp trees in general…

So, to get down to the point. How do I implement collision detection?!

I honestly dont even know where to start :cry:

Thank you…

EDIT:

Also, heres info about how objects and what not are defined in my game.


struct
{
	int number;
	GLsizei globuiWidth;
	GLsizei globuiHeight;
} globWindow;	

typedef struct {
	int		destructable;
	GLuint	textureID[2];
} Tile;

typedef struct {
	unsigned int	lifeTime;
	int				actionID;		/* What does this powerup do? */
	int				actionValue;	/* And by how much does it do it? */
	GLuint			textureID;
} Powerup;

typedef struct {
	int				weaponType;
	int				bulletID;
	int				soundID;
	unsigned int	ammo;
	float			range;
	char*			name;
	GLuint			textureID[2];
} Weapon;

typedef struct {
	unsigned int	damage;
	float			range;
	GLuint			textureID;
} Bullet;

typedef struct {
	float			boundsX[2];
	float			boundsY[2];
	unsigned int	botSFX[2];
	char			botTaunt[9][40];	/* Path to 8 taunt recordings */
	GLuint			textureID[9];
} Bot;	//Player is the `special' bot 0.

and for the bsp tree…


struct Object	/* Will be used to encompass and keep track of _ALL_*/
{				/* moving object									*/
	GLfloat		objPos[ 2 ]; //X and Y
	GLfloat		objSize[ 2 ]; //Width and height
	GLfloat		boundsLeft[ 2 ]; //bottom
	GLfloat		boundsRight[ 2 ]; //top
	
	struct Object *link[ 2 ];
};

struct ObjectTree
{
	struct Object *root;
};

Oh, and I have this to keep info about all the bots / player


typedef struct		/* Bot instance info... */
{
	struct Object	objectID;	//to relate to globObject.
	unsigned int	botID;
	int				state; //Dead/alive/walking?? etc, ref to textureID
	int				skill;
	int				health;
	float			mapPos[ 2 ];	//mapPosX and pamPosY
	int				weapons[ 11 ]; // Players and bots can only carry 10
	unsigned int	ammo[ 11 ];		//Ammo count per gun
	int				currentGun;
} AIObject;

globBots is simply to keep track of the different types of ai, and the player (bot[ 0 ]), AIObject is the ionstances of globBots that run ingame, respawn if killed to keep resorce usage down. The Object structure is meant to hold collision information for bots, player, powerups and bullets.

“So, to get down to the point. How do I implement collision detection?!”
what has collision detection to do with OpenGL? wrong forum .

That’s the twist I suppose.

Yhea, I though I’d be a laught :smiley:

humm… maybe he wants to make a GLSL based collision detection algorithm? :stuck_out_tongue:

good luck then. :slight_smile:
under the link <wrong forum> i posted above you can find some physics libs for collision detection in the end of the page. i would not try to reinvent the wheel because those libs have already what it takes for propper collision detection and/or physics simulation.