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Re: expanding 3D FPS article

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: expanding 3D FPS article
From: Joe Raffanti <joeraffanti at accessbee dot com>
Date: Fri, 19 Nov 2004 17:30:23 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <a06100500bdc1cf578351 at [66 dot 81 dot 33 dot 215]> <a05300b01bdc26258c074 at [10 dot 10 dot 13 dot 6]>
You might read the more recent article on Renegades, a much more fully developed game engine. It solves this problem using a navigation mesh. Here's the article info: <http://www.rbdeveloper.com/browse/2.4/2411/>

Sorry, I wasn't clear enough. I do use a navigation mesh made of triangles, the article I read just didn't show how to support making ramps and hills (making the character react to changes in the y axis of the triangles), it only showed how to make flat maps.

But it is also quite possible to use the approach you're using as well, simply calculating the Y intercept of each triangle.

This was the only way I could think of to do this; what approach do you reccomend taking?

NAN means Not A Number. It typically happens when you divide 0 by 0 or something like that. There's some singularity in the equations you're using to calculate the Y offset, and you hit it in that corner of the room.

OK, I'll try to find the problem there.

Thanks,
Joe Raffanti
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