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Improved collision detection for Quake

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  • bloodsnipe
    replied
    Took me a while to get aound to loading a shitty video

    https://youtu.be/amzrXf7aJ7M

    Leave a comment:


  • Phenom
    replied
    That's some pretty interesting stuff you're talking about bloodsnipe ,the kind of stuff I would expect to make Quake better!

    Is there pictures or video showing off this feature?

    Goodjob!

    Leave a comment:


  • dumptruck_ds
    replied
    I think this is pretty cool. You should post this on func_mssgboard if you haven't also Spike (FTE) can be found on the Quake Mapping Discord and we have a q1-engines channel there too - you'll get additional feedback there. I also suggest you post your work in r/Quake on Reddit.

    https://discordapp.com/invite/j5xh8QT

    Leave a comment:


  • bloodsnipe
    started a topic Improved collision detection for Quake

    Improved collision detection for Quake

    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?
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