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  1. > In DOOM I & II, the player has sometime to jump. I don't know what sort of
  2. > trajectory did ID Software:
  3. >  *************            ID Software trajectory ???
  4. > ----------+ # *****      /                                     time
  5. >           | #      ***  /                            +--------->
  6. >           | #          **                            |----
  7. >           | #            *********                   |    ---
  8. >           | #            +----------------           |        \
  9. >           | #  BM's traj |                           |         \
  10. >           | # /          |                         z V          |
  11. >           | #            |
  12. >           | ###########  |
  13. >           +--------------+                P(t) = P0 + V0*t + 0.5*G*t*t
  14. >                  with: P:  position matrix               P=(x;y;z)
  15. >                        P0: position just before jumping  P0=(x0;y0;z0)
  16. >                        V0: motion just before jumping    V0=(vx0;vy0;vz0)
  17. >                        G:  gravity                       G=(0;0;9.81)
  18. > As you see, wall collision must be on verticals walls, but also on horizontals
  19. > (falling motion).
  20. > There must be a maximal height that the player can go through, without beeing
  21. > stopped (for example, stairs).
  22.  
  23. I havn't even thought about that! You are right. :-)
  24.  
  25. HHmmm... I guess this has to do with the 3D engine, or?
  26. Wall collsion is another piece of shit though. ;-)
  27.  
  28. //Magnus Kollberg
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