Who says he's doing it in a Half-Life mod.

At 13:29 8/06/2004, you wrote:
Why not use a camera entity?
I think mod coders try to do too much on code. I would like to see a mode
where game play could be coded "in the map entities" so to speak.




-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, June 07, 2004 12:07 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Clipnode collision detection

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I figured this would be the best place to ask this since my question relates
specifically to Half-Life BSP data structures and algorithms.

I'm trying to do collision detection with the clipnodes in a BSP file,
however I'm having some troubling figuring out exactly how to go about doing
this.  I tried looking at the source to botman's BSP viewer, but his
collision detection doesn't use the clipnodes, that sly dog ;)  My issue is
that each clipnode only stores a single planenum, and "leaf clipnodes" are
really just contents information.

If I have point A, and I want to see if the camera can be moved to point B,
I just check to see if point B is in a solid.  If it is, I want to be able
to determine the exact boundary, so I can do a line intersection and get the
exact point on the wall where we must stop.  However, the planes are setup
hierarchically in the clipnode structure in such a way that it isn't easy to
determine the exact boundary plane.  Clipnodes don't store face information
like render nodes.  I was thinking I could find the plane furthest down in
the clipnode tree that still intersects line AB, but I don't know if that's
deterministic enough.  It needs to find the correct boundary perfectly every
time.

Maybe I'm simply missing something.  Or maybe I should follow in botman's
footsteps and just do spherical collision detection with the render faces, I
dunno :) _______________________________________________
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Programmer The Pok�mod
http://pokemod.687th.com

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