CastRay(), collideBox(), and containerRadiusSearch()
by Robert Brower · in Torque Game Engine · 10/01/2004 (9:32 pm) · 0 replies
Lately I have been playing around with heuristic collision testing because it's not possible to create a collision mesh that accurately models something like for example, a sphere. But I need a reliable means of detecting potential colliders on both the client and server in order to be able to compute more factors that I need to determine normals, etc.
What are some factors that could contribute to collideBox() failing to detect objects that are obvious colliders? I have similar issues with castRay and containerRadiusSearch isn't an option on the client. It feels like the more of these gamebase object I have moving around, the higher the chances of collideBox() finding my player. When there is just a couple of them, they pass right on through.
Robert
What are some factors that could contribute to collideBox() failing to detect objects that are obvious colliders? I have similar issues with castRay and containerRadiusSearch isn't an option on the client. It feels like the more of these gamebase object I have moving around, the higher the chances of collideBox() finding my player. When there is just a couple of them, they pass right on through.
Robert