[ODE] Architecture for a FPS
Jason Perkins
starkos at gmail.com
Wed Aug 2 08:21:15 MST 2006
On 8/2/06, berk <berk at yogurt.com.tr> wrote:
> Assuming that the avatar does not have any animations (he is like a
> moving statue), I would like to implement such a feature; when the
> avatar is hit from his hand, I'd like to call a function, lets say
> "functionH()", when he is hit from his torso, another function, lets say
> "functionT()", will be called. How can I use both capsule (for movement)
> and hit boxes (for 'regional hit's) for the same object?
Create bounding boxes (or whatever) for the regions that you want to
test, but don't use them for the world collision detection (you can
use the category or collide bits for this purpose if it helps). Once
you detect a hit on the capsule, then manually call dCollide() on
these sub-shapes to determine the area of effect.
HTH,
Jason
More information about the ODE
mailing list