I’ve successfully added ray-triangle collision detection on entities (using MDLs) under Quakespasm. Now, after the original bounding box test is performed, you can optionally perform actual geometry test, so bullets can now fly through spaces inside models (bullets can now fly in between the characters legs/arms, headshots/leg shots are now accurate).
I’ve done so in quakespasm because I had no issue compiling it in windows. The code is localized, so adding this feature to other engines such as FTE and DarkPlaces should be trivial.
What at do y’all think, is a feature like this needed in Quake?
I’ve done so in quakespasm because I had no issue compiling it in windows. The code is localized, so adding this feature to other engines such as FTE and DarkPlaces should be trivial.
What at do y’all think, is a feature like this needed in Quake?
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