[Papervision3D] Bullet? High Speed Object...
Adam Robertson
oldskool73 at gmail.com
Mon Apr 2 10:05:30 EDT 2007
Peter,
this pretty standard game related stuff, may want to check some of the game
forums.
off the top of a google search...
http://www.harveycartel.org/metanet/tutorials/tutorialA.html
http://www.continuousphysics.com/mediawiki-1.5.8/index.php?title=Collision_Detection_and_Physics_FAQ
HTH,
A
On 4/2/07, Peter Kapelyan <flashgames at comcast.net> wrote:
>
> Hi I can check just 1 bullet at a time for now, most guns, by the time
> you pull the trigger again, the bullet is gone in the immediate area, that
> is what I am trying to recreate. Someone mentioned something like a "trace"
> line to wall...
>
> The other option (I don't really want to take)
> if I reallly want to try the code - is
> make a loop every frame and check more like at a sub/frame level
> hopefully, but I think theres something like a trace vertex code somewhere
> that someone mentioned...checking during a loop I am sure is not the best
> way...
>
> -Pete
>
> ----- Original Message -----
> *From:* Anthony Tambrin <copet80.mailinglist at gmail.com>
> *To:* Papervision3D at osflash.org
> *Sent:* Monday, April 02, 2007 12:38 AM
> *Subject:* Re: [Papervision3D] Bullet? High Speed Object...
>
> Adding to that, Peter, if you're bullet travels on straight line (i.e. no
> gravity, wind, etc.), then linear equation is pretty damn fast for this. I'd
> be interested, though, to know what approach do you take to detect which
> object the bullet hits, whether you're going to check every bullet against
> every object, or is there any other way?
>
> Cheers,
> Anthony
>
>
> On 4/2/07, Peter Kapelyan <flashgames at comcast.net> wrote:
> >
> > Hi all,
> >
> > How can I make a high speed bullet type or rail object that will check
> > if it hit anything polygon wise in another model/Cube etc?
> >
> > I have made a sprite move forward at high speed but at too high of a
> > speed, it can skip an object for a hittest.
> > I tried to make a large narrow box but it's showing up as polygon
> > collision based, and I don't think you can rotate a bounding box - can you?
> >
> > How can I do this?
> > Thanks
> > -Pete
> >
> >
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> > Papervision3D at osflash.org
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> >
> >
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