home *** CD-ROM | disk | FTP | other *** search
- Hi everyone, hi Anthony.
-
-
- I've found why my collide tests were sometimes strange.
- In order not to let the player go too close to walls,
- I precalculate a new list of vertices, that make the
- collide walls be 24 units on their right.
- (this value will be discussed in a few lines).
- But I forgot one thing: vertices are shares between
- lines. And common vertices are at the right place for
- only one line: the last that use this vertex :o .
-
- I'll change that this evenning if I have time.
-
- About these 24 units, I choose this because it's
- half the size of the player. It must be different
- for other things. For example, for a f*cking big
- baron throwing rockets, it should be 128/2=64 units
- (if I can remember the specs).
- I won't be able to use a precalculated array.
-
- Anthony, I'm very sorry for the time you send looking
- in your WAD file. :-((((( It was MY bugged code, not YOURS.
-
- Bad Mood don't care of the WAD file if it can find everything
- it needs. I didn't change the loading code, just added my code.
-
-
- Read you next.
- Fabrice.
-
- ################################################################
- # _______ _______ | Fabrice GIRARDOT | #
- # / / /--('')--\ \ \ | C,ASM MC680x0,DSP56001 | #
- # / / / / \/ \ \ \ \ | Real-time processing | #
- # ///// \____/ \\\\\ #
- # / \ mailto:Fabrice.Girardot@imag.fr #
- #F030! /T\ /T\ http://www-cami.imag.fr/~girardot/ #
- ################################################################
- Trust no one.
-
-