[quake3] Re: How does Quake 3 handle collisions when the actor collision area changes?
Asfand Yar Qazi
ayqazi at gmail.com
Mon Aug 14 05:32:25 EDT 2006
On 8/14/06, Doug Winger <justdoug at socal.rr.com> wrote:
> >
> >So you're saying the AABB never changes size e.g. when the current
> >frame of the animation changes?
>
> Yes. In addition, the aas phase of map compilation sets up player
> bounds by extending "structural" map faces, with the model's bounding
> box centerpoint used for collision testing. Think of it as scaling
> bounding areas of the map "inwards" and is why map files require
> compiling. This allows for quick determination of bounds for
> "floors and ceilings" as well. See the bspc section of code.
And does it generate collision data for each model in the level
including those not belonging to the player in the say you specified
as well, or simply use the slower calculations for those?
Thanks
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