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GoogleCodeExporter avatar GoogleCodeExporter commented on June 17, 2024
The "groundEntityNum" bug probably could be fixed than. However, cylinders 
might have their own drawbacks. In common it seems that the math behind 
cylinder collision is not that fast as for boxes/capsules. There are many 
articles about this, e.g.:

http://forum.unity3d.com/threads/63967-why-cylinder-collider-doesn-t-exist-!

..."Mathematically (with respect to collision detection at least), cylinders 
are much harder to work with than triangles, rectangles, spheres, capsules, or 
boxes. Algorithms involving cylinders are generally less optimal (considerably, 
in some cases) than similar algorithms involving other simple primitives, so it 
makes sense that cylinders would not be supported as a basic primitive."...

It would be very helpful to optimize the math/algorithms behind Q3's q_math.c 
first, I think. Unfortunatly, at Ioid3 we don't have the skills to do that 
(atm).
So, yes, I think cylinders would fix some of the issues, though I wonder how D3 
did the collision.


Original comment by [email protected] on 11 Dec 2012 at 6:06

from ioq3ztm.

GoogleCodeExporter avatar GoogleCodeExporter commented on June 17, 2024
Doom3 uses a box for player collision. (I don't know if it rotates or if it's 
axial like in Quake3.) There is a cvar for enabling 8-sided 
cylinder-approximation for players, pm_usecylinder.

I can see how a 8-sided cylinder-approximation would be simpler to handle, 
makes it possible to treat cylinder more like boxes and map brushes.

Original comment by ZTurtleMan on 13 Dec 2012 at 2:35

from ioq3ztm.

GoogleCodeExporter avatar GoogleCodeExporter commented on June 17, 2024
Moved to github issue tracker https://github.com/zturtleman/spearmint/issues/6

Original comment by ZTurtleMan on 8 Feb 2013 at 8:29

  • Changed state: Done

from ioq3ztm.

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