Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.freetalk.english Subject: Re: Collision Detection Shortcut Update Date: Tue, 17 Feb 1998 13:29:21 +0000 Organization: I wish! Lines: 28 Message-ID: <34E990B1.7CE@mdx.ac.uk> References: <6caa8e$5bj12@scea> <34E97C6B.646B@manc.u-net.com> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) James Shaughnessy wrote: > 2) I suspect that collision in 3D fighters is a LOT simpler than > using a load of collision spheres all over them -- that would be > too expensive I'd say. The way I would do it is just use simple > logic tests based on what move one character is doing, with what the > other character is doing and their distance apart (they are always > either looking at each other or away (and moves are limited) so you > can think of collisions in a simple 2D form.) Then all you do is > match the variables with what each character's body is like (height / > arm reach etc.) so it appears as though when a hit a takes place it was > due to the hand literally touching the face in 3 dimensions. Which is > nice. I think that is correct about 3D fighting games. I remember back when they were converting Virtua Fighter to the Saturn, they released a demo with only two moveable characters, but they said they had yet to implement the collision/move tables, suggesting that all contact permutations are precalculated and then its just a simple logic test. Having said that, in these days with such complex movements possible, calculating these tables beforehand would be a huge numbercrunching task, compared to simpler, more general routine of testing bounding volume intersections (even though this is much slower in execution) I'd be VERY impressed for a home developer to attempt this :) Robert Swan rs108@mdx.ac.uk http://www.netyaroze-europe.com/~middex2