Posted: 1st Dec 2003 17:49
:-o, but when you do upgrade it for better accuracy make sure the speed doesn't drop to bad
Posted: 2nd Dec 2003 2:46
That's the goal. Maybe even try for a speed-up.

-Kensupen
Posted: 2nd Dec 2003 17:10
I would like to know where you've learned to make that calculations and stuff needed for sliding collision, cuz I would like to learn it to so I can help you out or maybe even write my own code
Posted: 3rd Dec 2003 2:18
All my collision code is based on standard Geometry. (I learned it in 10th grade) The basics of my code is use a +pattern of intersect objects that always face N,S,E & W, if any of those is levv than 20, move the camera the opposite way to 20. The sliding part happens automatically.

I hope to find time to update this again, cause I've had some ideas for how to improve it, but I won't be sure til I try them.

-Kensupen
Posted: 3rd Dec 2003 22:28
hey kensupen, can you help me out here?
I'm making my own collision system for my car object which is temporarly a box , now I've made collision code for getting the good ground heigt, the good set off the wall for the N,E,S,W directions, now I want to add 4 diagonal lines, I can get the distance and stuff but how do position my object then? I guess I have to move it over the X & Z-as but how can I get the correct values for those?
Posted: 4th Dec 2003 2:54
Car collision is a whole lot trickier than just a camera or person (one point) for good car collision, you need 4 points. Then you have to do all kinds of math for angles and other physics. I never attempted to do anything with that other than ground rotation.

This collision is meant more for a FPS shooter type game.

-Kensupen
Posted: 4th Dec 2003 16:32
found a solution already, but not for your code, made my own