Game Development Community

Collision data - how much is available?

by Richard Ranft · in Torque Game Engine · 08/14/2004 (10:46 am) · 5 replies

What I'm looking for is to be able to find out on which face the collision occured. I'm going to use it for location-based vehicle subsystem damage. I'm wondering how much data is returned from the collision system....

Rich

About the author

I was a soldier, then a computer technician, an electrician, a technical writer, game programmer, and now software test/tools developer. I've been a hobbyist programmer since the age of 13.


#1
08/14/2004 (12:22 pm)
Ray cast can return a XYZ contact position and XYZ surface normals.
#2
08/14/2004 (10:07 pm)
In what context? Different object types have different collision information available.
#3
08/15/2004 (7:58 am)
Well, here goes (pretty simple, really):

I am looking at making a space combat sim and I need location-based critical damage. I was thinking of using the standard vehicles for ships, but I'm not entirely clear on their limitations. I've also been considering simply acting like it's a player model, but I'm going to have issues there with mounting weapons I think.

Basically, shots that penetrate the shields and armor will enter the ship - I'd hate to use a random table and have a cargo hold hit disable engines....

A vehicle can have 9 collision shapes? If this is accurate then I can at least zone off the ship into blocks that have some logical relationships as far as "engineering functionality," and just use a random lookup within each of these.

Heck, how did Tribes2 determine a head-shot?

Rich
#4
08/15/2004 (9:51 am)
Toruqe has head shots, its the same function as in T2. Look in player.cc find the function getDamageLocation. That should get you started.
#5
08/17/2004 (2:39 pm)
GetDamageLocation() is not at all what I expected. It obviously works, but talk about quick and dirty! And yet, it may just be adaptable enough to at least map out areas of hull....

A brain-teaser. Now if I only had a brain....

Rich