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- > I know almost nothing about this wall collision thing and you are realy talking
- > about sonmething different, but it can't be that hard can it? :-)
- > I mean, you know how the map look as I can enter 'map mode' and I can see
- > all the walls and where the player is. Why not just see if I'm about to cross
- > a wall on a 'invisible map' and if I'm, stop the player??
-
- That's all very fine. Now, try to express it (efficiently) using maths...
-
- > You would also need to look at the height of the next sector and if the wall
-
- There might not be a next sector.
- If there always was, you could do what I did back in the DVIEW version that
- tried to handle this.
-
- > is walk through able, but that can't be very hard either.
-
- No, that's indeed rather simple.
-
- > Well, it looks like I have made a antighost routine in 30 secondes! :-))
- >
- > Hmm.. I'm probably talking noncense. :-)
-
- There's just the slight problem of implementation... ;-)
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
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