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sovr
16
Years of Service
User Offline
Joined: 2nd Jan 2010
Location: USA
Posted: 24th Jun 2010 03:26
hello, I have had a problem in many of my games about collision and I have hundreds of buildings and I need collision boxes for every single wall of each building. Is it possible to have a command calculate all of the collision data for all of the buildings (all of the buildings and terrain are one big object, made in ac3d) without having to make thousands of collision boxes, thank you in advance!

sov the game creator!
Alfa x
20
Years of Service
User Offline
Joined: 1st Jul 2006
Location: Colombia
Posted: 24th Jun 2010 20:43
Yes.
You can do it mathematically if you know building positions in advance.
Sixty Squares
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 24th Jun 2010 20:53 Edited at: 24th Jun 2010 20:54
However, that would be extremely tedious. I think what you're looking for is polygon collision, where the player would collide with the actual parts of the world instead of a predetermined box. Try Sparky's Collision DLL. It features polygonal collision with the SC_SetupComplexObject command and many raycasting commands that have a wide variety of uses, including sliding collision.

Alfa x
20
Years of Service
User Offline
Joined: 1st Jul 2006
Location: Colombia
Posted: 24th Jun 2010 20:58 Edited at: 24th Jun 2010 21:07
I find math faster in this case than using sparky and less CPU intensive, however each user has is coding style.

Sparky is very good option too, like sixty squares says, his method can come in handy.

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