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Fix for ExtrudedPolyList

by Ben Garney · 01/26/2007 (2:39 pm) · 25 comments

Download Code File

1. Replace collision/extrudedPolyList.cc/cpp with the files in the zip.
2. Recompile and enjoy.

This fix should work on both TGE and TGEA/TSE, tho minor modifications might be needed. The key changes are all graphics API independent.

Updates

4:30 PM 1/26/2007 - Uploaded new version that fixes collision problems with terrain.
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#21
05/11/2007 (4:55 pm)
@ Ben

"Player vs. player collision does not work in Torque "

Ben, do you have any solutions on improving the collision methods? I'd like some idea how to improve the current collision scheme between players, any insight you have on it would be helpful. Perhaps you can explain more on how the collisions work or don't work with players.
#22
05/11/2007 (5:14 pm)
Ramen -

in the player collision code i detect if it's a p-v-p collision,
and if so do the math for a bounding cylinder instead of a bounding box,
and the result is much much nicer.

i did more than just that, but that's the main idea.

it's possibly more performant too.
#23
05/11/2007 (5:16 pm)
@Orion
hmmm why not post that "fix" as a resource :)
#24
05/11/2007 (5:41 pm)
heh. mostly because i'm embarrassed by it. - it works, but i wrote it back when i didn't have a very clear picture of what goes on in player::updatePosition() (i still don't) and so it's pretty messy. i should probably re-write it. it'd be cleaner and easier to resourcify.
#25
08/07/2007 (6:15 am)
Fixed my "player fall through" terrain problem on TGE 1.5 :)
5 points and may thanks.
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