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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: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 22 Nov 2004 08:29:05 -0600
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]> <a06100500bdc44d5826fc at [66 dot 81 dot 43 dot 21]>
At 5:30 PM -0800 11/19/04, Joe Raffanti wrote:

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.

The article you're talking about didn't show how to use a navigation mesh at all; it only mentioned it in passing, as an alternative to the model-based approach used there. So I'm still unclear about what you're doing here. But to some degree, this is a matter of semantics; you could consider a triangle mesh to be a crude navigation mesh, I suppose.

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?

The current Renegades code uses a mesh of convex polygons; this can be considerably more efficient for some (pretty typical) kinds of levels. But the math is almost the same in either case.

Good luck!
- Joe

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