Pixel precise collision detection.
Pixel precise collision detection.
Is RF1 or rf2 got pixel precise collision detection?Or is it just got bounding box collision detection?
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True story.
True story.
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.
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.
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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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.
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.
*GD*
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