[quake3] Re: How does Quake 3 handle collisions when the actor collision area changes?

Asfand Yar Qazi ayqazi at gmail.com
Mon Aug 14 03:13:13 EDT 2006


On 8/13/06, Tim Angus <tim at ngus.net> wrote:
> On Sun, 13 Aug 2006 23:33:19 +0100 Asfand wrote:
> > How does Quake 3 handle collisions, when the model (and hence
> > collision area) changes frames, or directions?  E.g. a polygon is
> > right up against a wall, and it's not colliding with it.  The actor
> > changes direction, e.g. by turning away from the wall.  We assume this
> > is the player's character.
>
> Q3 uses AABB (Axially Aligned Bounding Box) collision detection, which never changes state other than translation. As such the problem you mention does not exist. In general, games engines use simple collision for player physics and only use per poly collision for hit detection, or rigid body dynamic simulations.
>
>

So you're saying the AABB never changes size e.g. when the current
frame of the animation changes?



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