[ODE] Architecture for a FPS
berk at yogurt.com.tr
Thu Aug 3 01:25:22 MST 2006
Thanks for the replies,
I believe that this subject is extremely important for a FPS game, but
there are not much info available out there. Anyway, I'll implement such
a system and write it to the wiki.
Megan Fox wrote:
> In addition to this - if you happen to be working on some level of
> ragdoll for your FPS, which is semi-likely, I recommend making the
> connection function in both "ragdoll" mode and "hit box" mode. That
> is, instead of having a sphere that sort of sits where the head is,
> use all the same limbs you would use in the ragdoll, and allow each to
> be a hit zone (that follows the animation). Voila, "pixel perfect"
> hit detection.
> On 8/2/06, Jason Perkins <starkos at gmail.com> wrote:
>> On 8/2/06, berk <berk at yogurt.com.tr> wrote:
>> > Assuming that the avatar does not have any animations (he is like a
>> > moving statue), I would like to implement such a feature; when the
>> > avatar is hit from his hand, I'd like to call a function, lets say
>> > "functionH()", when he is hit from his torso, another function,
>> lets say
>> > "functionT()", will be called. How can I use both capsule (for
>> > and hit boxes (for 'regional hit's) for the same object?
>> Create bounding boxes (or whatever) for the regions that you want to
>> test, but don't use them for the world collision detection (you can
>> use the category or collide bits for this purpose if it helps). Once
>> you detect a hit on the capsule, then manually call dCollide() on
>> these sub-shapes to determine the area of effect.
>> ODE mailing list
>> ODE at q12.org
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