20 February 2007

Collision detection

During the past week, I spent most of my time working with the collision detection code provided by Schmurk.
He did a really good job, so there were very few problems with it. The first test, on the test server, started friday. There were very few issues, mostly due to the fact that I was setting the collision height a little bit too high (150 CM). Another problem was that I forgot about some 'ghost objects', which are deleted objects that are still in the maps in order to preserve the ID sequence for some other objects. So in a few cases ghosts objects were interfering with the collisions.
After fixing those two problems, and after Schmurk adjusted a few settings in his code, everything works fine now.
Now we still need client support for the arrows, which will be a lot of work as well, but then we can have arrows flying through the game, and a new skill (Range).

I am pretty exciting about all the things we can do in the near future. Things such as having some monsters attack you only if they see you. Or some magic spells where you must to have a line of sight with the enemy. Or, maybe, even for some quests.


Anonymous StarDark said...

What is the purpose of Collision Detection?

21/2/07 14:40  
Anonymous Happy_G said...

basically to tell if the arrow you shoot (or other things) can make it to its target or if it gets stuck in the barrel that your target is hiding behind.

its also used for other things im sure, like lighting could be effected by it ect.

26/2/07 14:29  
Anonymous StarDark said...

Ok, in the time between my post and ur post i already got it, tho ty XD

28/2/07 12:04  

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