Pixel precise collision detection.

Programming Reality Factory and Genesis3D.
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zany_001
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Pixel precise collision detection.

Post by zany_001 » Wed Mar 07, 2007 12:39 am

Is RF1 or rf2 got pixel precise collision detection?Or is it just got bounding box collision detection?
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scott
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Post by scott » Wed Mar 07, 2007 12:44 am

what would you do with pixle precise collision detection?
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Spyrewolf
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Post by Spyrewolf » Sun Mar 11, 2007 1:18 am

I'm pretty sure it's bounding box, we use to have per poly collision but it had too many bugs,

static meshes use per poly or pixel i think but im not to certain

@scott. pixel precise collisions are great! (but expensive on frames) it mean that if any pixel collides with another it is register as a collision, imagine a head shot that you could specify a tooth shot.

currently we have bounding box meaning that collisions are least accurate, collision currently is decided if one bounding box meets another.

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scott
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Post by scott » Sun Mar 11, 2007 10:47 am

well wouldnt that be per poly collision, per pixle colision seems a little pointelss, the only thing i can think that you would use it for is to get a location of the mouse pointer but there are alot more efficient ways i belive of doing that.
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Post by Jay » Fri Mar 30, 2007 3:37 pm

I just thought that maybe pixle precise collisions are a way of also getting the Texture coordinates from a, let's say shot in the wall? This way you could make it so that you can shoot holes into a metal barrel - and then even shoot THROUGH that holes!
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scott
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Post by scott » Fri Mar 30, 2007 4:31 pm

a more efficient way if doing that would be to have some code saying something like

if shot = position of decal then
disable collision/pass bullet through
create new decal at final location

else
create new decal at current possition

if you used pixle precise collision, then if you run the game at minimum resolution, 800x600 that = 480000 now substitute that for polygons because thats basicly what you would be making it.

if you mean texels, then that would depend on size of walls, a standard cube is 512x512 that = 262144 for one standard wall, i cant see th point in having this function as the cpu requiremnet would be imposible, rf strugles with just standard pollygons.
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zany_001
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Post by zany_001 » Fri Mar 30, 2007 8:33 pm

okay,i realioze now that what rf has is close enough to pixel precise that it doesnt matter,i just thoyught,cos doom3 has got pixelprecise.
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QuestOfDreams
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Post by QuestOfDreams » Sat Mar 31, 2007 10:01 am

No game uses pixel precise collision detection, not even doom3. The only thing where you can talk about pixel-precise operations is menu screens and stuff like that, but every game uses that even Reality Factory is pixel precise in the menu. :roll:

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zany_001
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Post by zany_001 » Sat Mar 31, 2007 10:12 am

well then the article i read lied,it must have been similiar to what rf uses
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