On 8/22/07, Kai Sterker <[EMAIL PROTECTED]> wrote: > So during the following days, I will look into the problems with the > current object bounding boxes and try to come up with a plan. Chances > are that it'll have to do some reading on basic 3D stuff up front, to > get a feeling for how complex our object models need to get to allow > for a fairly accurate collision detection. Any suggestions and input > in that area is welcome.
After some browsing today, I stumbled across http://www.peroxide.dk/papers/collision/collision.pdf It's quite old, but it seems to cover everything we really need: collision detection, gravity (i.e. falling and sliding), climbing of stairs, etc. It's fairly easy to understand too; pretty standard math and some sample code is included too. Now, the only drawback is that character collision is calculated against triangles, meaning that our objects would have to be composed of those. I really don't want to go so far that a true 3D program becomes required to create object models. At most, there should be a set of basic shapes that could be scaled and transformed to fit the underlying 2D graphic most closely. My idea here would be to pick a couple of representative graphics and figure out how they could be best portrayed by such shapes. These shapes could later be decomposed into triangles by the engine, as required for collision detection. I'll do some more reading on that matter, but I also want to figure out the basic shapes we might need to represent our objects. A post regarding this issue should follow tomorrow ... (OTOH, using an existing 3D modeler to create those basic shapes might save us some work, so we should also consider it). Finally, there is the matter of optimization. As the 3D data is not used to actually render our objects, we can probably get rid of transformations between world space and "eSpace" described in the document above. But as people said before, this can wait. Compared to real 3D environments, we'll probably end up with very small numbers of triangle per scene anyway. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel