The reason you see this is because of the front clipping plane is
intersecting your geometry. A simple ray is not sufficient enough for
geometry intersections if you want to prevent this sort of situation. A
typical solution to this is to pick with a box that is the size of your
avatar and extends
Flavius wrote:
I guess this happwens because I only have one picksegment with the same
vector as the velocity vector. How could I solve this? Is it possible to
have three pickSegments so one can search forward and the other two to the
sides? But this causes other problems...
The reason you see thi
My problem is this:
I'm working on a collision detection engine for FPS-like games. So
everything works fine except for this situation: I walk towards a wall at
an angle otehr than 90 degrees. What happens is that when I comes as close
to the wall as my pickSegment reaches it, it gets the vector p