> > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

