Well since this is a HL list one would assume ...


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Koppes
Sent: Monday, June 07, 2004 9:47 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Clipnode collision detection

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
>
>[ Converted text/html to text/plain ]
>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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>
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----------
Programmer The Pok�mod
http://pokemod.687th.com

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