[ODE] FPS Player again

Pierre-Laurent CHAMBERT pilo.c at wanadoo.fr
Tue Aug 8 07:49:45 MST 2006


You can use a very simple collision filtering group/layer like the one in 
havok (very easy to implement).
This way you can enable disable collision between group of object (or enable 
it for other).

On Tuesday 08 August 2006 15:38, Roland Kindermann wrote:
> Hi Micheal,
> afaik most fps use collision boxes for the player. Modern fps use
> several boxes which may collide. I am not sure, how to prevent the boxes
> from colliding in ode.
> Cheers,
> Roland Kindermann
>
> michael kapelko schrieb:
> > So capsule seems to be the only suitable way... but in all shooters I
> > saw, the player is certainly not represented as a capsule, because if he
> > has some item in his hand (gun), then collision occurs outside player
> > and outside the gun. I can assume they use capsule with a large radius,
> > but no, player can move through thin wholes, which is impossible with
> > broad capsule. And, if a camera and a gun are inside capsule, the gun
> > will collide only with the capsule, not with outside objects.
> > What to do?
> > Thanks.
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>
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