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DarkBASIC Professional Discussion / Checking for BSP Collision

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MasterInsan0
23
Years of Service
User Offline
Joined: 14th May 2003
Location: United States
Posted: 9th Jun 2003 03:24
I have been working on my first game, a simple FPS, for a long time. Unfortunately, I have hit many walls, slowing me down badly. My current walls are problems with collision, particles, and bsp maps collision with objects.

When it comes to collision, I think it's just my ATI card. Are there problems with BSP collision detection and ATI cards? What is happening is I can "look" through the textures and at some points, if I hit at just the right angle, pass through the wall. I think I have read that it is a problem with ATI cards, though, but I figured I would ask.

I have no earthly idea how to implement particles. I'm wanting to make a particle effect when I shoot a gun, when it collides with the wall, and a red one when I shoot an enemy. I know all of these are possible, but I don't know how. The example that comes with DBPro is so confusing I really can't get anything out of it.

Also, object vs. BSP level collision detection seems to be impossible. There is no Basic3d command or World command, as far as I can tell, that checks for BSP vs. object collision. There is one that SETS collision, but none to check for collision. Maybe I'm just missing it.

Anyway, any help would be greatly appreciated.
MasterInsan0
23
Years of Service
User Offline
Joined: 14th May 2003
Location: United States
Posted: 9th Jun 2003 04:11
Whoa! I thought that my looking-through-textures problems might be fixed by updating to the latest DBPro version and IDE version. I was wrong. VERY wrong. In fact it made it worse!
Now, my textures look horrible (corrupted, with colors mixed in with the actual texture) and the problem isn't fixed. Great...

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