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- > In DOOM I & II, the player has sometime to jump. I don't know what sort of
- > trajectory did ID Software:
- >
- >
- > ************* ID Software trajectory ???
- > ----------+ # ***** / time
- > | # *** / +--------->
- > | # ** |----
- > | # ********* | ---
- > | # +---------------- | \
- > | # BM's traj | | \
- > | # / | z V |
- > | # |
- > | ########### |
- > +--------------+ P(t) = P0 + V0*t + 0.5*G*t*t
- >
- > with: P: position matrix P=(x;y;z)
- > P0: position just before jumping P0=(x0;y0;z0)
- > V0: motion just before jumping V0=(vx0;vy0;vz0)
- > G: gravity G=(0;0;9.81)
- >
- > As you see, wall collision must be on verticals walls, but also on horizontals
- > (falling motion).
- > There must be a maximal height that the player can go through, without beeing
- > stopped (for example, stairs).
-
- I havn't even thought about that! You are right. :-)
-
- HHmmm... I guess this has to do with the 3D engine, or?
- Wall collsion is another piece of shit though. ;-)
-
- //Magnus Kollberg
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