Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
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- Joined: Sat Mar 26, 2005 8:39 pm
Cool demo, I like it. I am curious what you did for collision detection.
The collision is done b/w 2d lines sets and capsule(character). I used constraining technique and verlet particles for collision response and character physics.
Unfortunately ahmedali seems to have dissapeared, and won't respond to any messages asking him to open source his X2 demo.
I was wondering what this "2D line sets and capsule" is .. . . I can google the rest, I suppose, but thought I may get some sane, resonably easy to understand explanation here first
Thanks for your time!
- OGRE Retired Moderator
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It's quite easy to understand: Collision between a segment and a capsule. Or better said, detecting when a segment is at less than X units to other segment. So you "outline" the scenario (ground, walls...) using a bunch of segments, and then detect when/where a capsule (the player) collides with those segments.