[Papervision3D] Bullet? High Speed Object...

Peter Kapelyan flashgames at comcast.net
Tue Apr 10 01:48:34 EDT 2007


Hi Adam,

As you see in the glock demo the link you sent helped me greatly. I had the idea of how to do it, and oddly enough the article confims it...Thank you very much! Pint? (even if it's nonalcoholic :) Where do you live?
-Peter
http://sess.net:80/pv3d/glock/

  ----- Original Message ----- 
  From: Adam Robertson 
  To: Papervision3D at osflash.org 
  Sent: Monday, April 02, 2007 10:05 AM
  Subject: Re: [Papervision3D] Bullet? High Speed Object...


  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 
      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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