Comments (3)
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.
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.
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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