Hi Thomas, are you calling the detection routine each frame?

Secondly, when your player is moving, is her movement being divided by the 
frames per second?

I.E. it sounds like she's skipping over the wall because she's not actually 
passing through the space but skipping through it.

If you divide her move rate by the number of frames per second and detect based 
on that, (unless even that move rate is larger than the thickness of your 
thinest wall) then she should properly interact with your map, rather than 
simply happily go skipping right through it! lol!

-KNow what I mean?…

Smiles,

Cara :)
On Dec 8, 2010, at 4:59 PM, Thomas Ward wrote:

Hi Cara,

Yah, I see that. Unfortunately, I tried creating a level for Mysteries
of the Sith using a 3d coordinates system like you said and I must
have done something wrong because the main character, Mara Jade, kept
walking through walls for some reason. Some times she would hit it,
but other times if the angle was off she could pass right through it
which drove me nuts. Diddo for the doors. She would hit them and other
times pass right through the door. I couldn't figure out what exactly
caused the collision detection to fail. now, when the troopers
encountered the same wall they were blocked properly. So I think I
will need some technical help getting that working if I'm going to
move away from an array based map to true 3d coordinates.

Cheers!


On 12/7/10, Cara Quinn <caraqu...@draconisentertainment.com> wrote:
> Yes Thomas, this seems to be a different approach than the popular one
> people are taking here, in that it seems to kind of free up the programmer
> to use real physics and constant relatively low-cost collision detection
> without needing to worry so much on the exact position an entity will be in
> at any given time. I.E. let the detection routine do the work and deal with
> the touches on an entity by entity basis.
> 
> Touches and collisions can be dealt with uniquely, depending on the two or
> more entities touching. Each entity has it's own touch routines that get
> called and the correct results easily work for all the entities without so
> much forethought on the part of the developer. I.E. Let the entity itself
> check what touched it or create a short-lived object to represent the touch
> between two entities and act accordingly. -It can be a very cool paradigm…
> 
> In essence, the map now has only the barest coordinates representing the
> actual objects and the rest is just nothing! lol! So it's a whole lot less
> data to manage. the down-side in my opinion, is that each type of map
> element really needs to be defined in terms of active objects. I.E. a body
> of water really needs to be it's own entity with a bounding box or some
> shape. Admittedly, it could be represented with a really minimal amount of
> data, (three floats) but still, it's still another object like a wall or
> door.
> 
> Sizewise though, maps really are a lot smaller than the array-based
> paradigms we've been talking about now, and could be stored in files that
> are very small text files.
> 
> I kind of like a combo approach, myself, as I've said, where the map uses a
> straight 3D coordinate system, but still is divided into regions like rooms
> and such. Anyway, -Just some thoughts…
> 
> Smiles,
> 
> Cara :)

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