per polygon hit detection tutorial?
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per polygon hit detection tutorial?
I think I remember some one posting a link to a per polygon hit detection tutorial for quake one, but I cant find it. Does any one know what I'm talking about?
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Re: per polygon hit detection tutorial?
http://www.telefragged.com/thefatal/q_t ... lision.txtmetalmodman wrote:I think I remember some one posting a link to a per polygon hit detection tutorial for quake one, but I cant find it. Does any one know what I'm talking about?
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From what I've seen in the tutorial, it should be easy to make it work only on some entities, which should reduce its processing requirements.
Another optimization would be to not use it on entities hit by tracelines that exceeds a certain distance, so entities that are far away would be processed through the regular hit detection instead.
And there's a kind of bug in that tutorial: It only applies the per-poly detection after the bounding box detection has been done, so if the bounding box is smaller than the model, some parts of the model will never collide against the tracelines anyway.
Another optimization would be to not use it on entities hit by tracelines that exceeds a certain distance, so entities that are far away would be processed through the regular hit detection instead.
And there's a kind of bug in that tutorial: It only applies the per-poly detection after the bounding box detection has been done, so if the bounding box is smaller than the model, some parts of the model will never collide against the tracelines anyway.
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Yeah, and a solution would be to use the box generated from the interpolation of the boxes of the model's frames, the same that's used for the rendering. But I bet the static hull sizes would get in the way.
By the way, another optimization would be to use a simplified model for the per-poly collision, like the simplified model we've made for the characters' shadows in Fightoon. Combined with the optimizations I've mentioned before, this could make the per-poly collision quite lightweight.
By the way, another optimization would be to use a simplified model for the per-poly collision, like the simplified model we've made for the characters' shadows in Fightoon. Combined with the optimizations I've mentioned before, this could make the per-poly collision quite lightweight.
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