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Thank you everybody for the comments :) It's time for some answers:
- David O: as stated on my website the collision system is very basic at present, not a lot to say about it. When 2 objects have to be checked I transform one bounding volume to the space of the other in the fastest way (for example a sphere is quicker than an AABB, only one point), and perform a static test. Perhaps one day I will make the tests in world space, this implies less transformations but the tests are sometimes heavier (consider for example that an AABB in model space tranforms to an OBB in world space). If the BVs intersect I go down to the faces level, but in most cases this is unnecessary. Each node of my scene graph has a bounding volume, you can see that with the 'B' key of the demo: the big box is the character's node's BV, and each mesh has its own small BV. So the tests are recursive, Very classical.
- Point: yes it's Goldorak. But he has other names in other countries...
- Richard S: in wireframe you have a lot of chances to go outside the walls because the framerate is so slow... (most cards don't draw lines, they draw one small triangle for each point of the line). Somebody has already answered why, thanx DoomWiz :) Concerning the camera behaviour I'd have to dive in the code to remember exactly, but basically speaking: the camera always wants to be some distance (2 ou 3 meters if not modified with the keys) behind the character - this is the 'wanted position'; but the camera is not allowed to go to that position immediately, it has a maximum speed that introduces some delay in its response (for example when the character runs straight ahead, the camera is farther); furthermore, the camera has a bounding volume and is not allowed to go through objects (or else it could go outside the walls); so, it tries to go as close to the wanted position as it can, but it's sometimes difficult...
- Buster: Lara=blue screen: no idea, have to check
- David F: SB Live pb: when playing an MP3, or a soundtrack ?
- Richard: the camera can slide on the walls when it tries to go to its 'wanted position' (see above); when this feature was not implemented, manipulating the demo was a real nightmare ;) But if the character turns a corner (a right angle) quickly the camera can get stuck, you're right. I don't know how this is handled in Tomb Raider, the camera is not as far as mine from the character and this helps, the corridors are larger and this helps too, but I have to find a solution to fix this (if the camera is too far from the character I could perhaps make it follow the same path (= record the character's positions) to avoid being stuck by walls; but if another character is on the way, should I go through it or not ?...
Still a lot of work to do :)
Frederic My - aka Mythos
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