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 :) >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders ---------- Programmer The Pok�mod http://pokemod.687th.com ---------- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

