> > TraceSphere doesn't seem like it would work
> > properly with the way the Half-Life/Quake I engine implements tracing using
> > hulls,
>
> So, any idea how to use a pyramidal volume for a trace instead of
> a line, other than sending 5+ trace lines?
>
> Florian.

Tracing 4 lines (the leading edges of a 4 sided pyramid), still won't tell you
if the bounding volume of the pyramid is blocked.  For example you could have a
small pointy object sticking out quite a distance from a wall that would
intersect somewhere in the middle of one of the 4 faces.  All four tracelines
would make it successfully to the wall, but if you move the pyramid shaped
object up to the wall, you would have the pointy thing sticking through one of
the sides of the pyramid.

I don't have a simple solution for collision detection with non-axial aligned
surfaces or irregular shaped objects (spheroids, toroids, etc.).  Check some of
the collision detection stuff on gamedev.net to see if they give you any
ideas...

http://www.gamedev.net/reference/list.asp?categoryid=45#99

Jeffrey "botman" Broome

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