[ODE] OpenDE for an FPS ??
gl
gl at ntlworld.com
Tue Mar 25 12:19:02 2003
Speaking of heightfields, I'm just finishing the ray collider. Is anyone up
for doing the cylinders?
Also, has anyone played with it yet? Any luck?
--
gl
----- Original Message -----
From: <david@csworkbench.com>
To: <ode@q12.org>
Sent: Tuesday, March 25, 2003 6:18 PM
Subject: Re: [ODE] OpenDE for an FPS ??
> I imagine you'll have the best luck defining walls and floors as static
> box geoms, i.e. geoms without a body attached to them. That means they
> effectively have infinite mass and are unmoveable. That way you don't
> have to worry about generating depth information and the like, since the
> collision api returns data in ODE's format. The collision detection
> system can handle boxes, spheres, cylinders, triangle meshes (through the
> tri-collider contrib), and soon (or is it already in there) heightfields.
>
> David
>
> > On Tue, Mar 25, 2003 at 03:06:42AM -0600, david@csworkbench.com wrote:
> >>
> >> the capsule (by adding forces) to move and rotate the person, allowing
> >> the collision detection system to keep the person out of walls, floors
> >> and other places. People have used rays to simulate bullets - you
> >> shoot a ray
> >
> > What's the most efficient way to let ODE handle level geometry collision
> > detection? Or is this something that's better done by yourself?
> >
> > Ted
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>
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