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  LWJGL Collisions  (Read 664 times)
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Offline kpars

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« Posted 2013-05-04 10:49:56 »

I found this amazing video on youtube, and I messed with the code a bit.
Here is the source code: http://www.mediafire.com/?hxzq9pdk9zdda3z (11MB).

The author used a terrible method for collisions. Does anyone know of a better method? Any help is appreciated  Grin.

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Online matheus23

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« Reply #1 - Posted 2013-05-04 10:59:36 »

I don't even see where he checks for collisions?
Am I blind?  persecutioncomplex

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Offline kpars

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« Reply #2 - Posted 2013-05-04 11:00:46 »

It's in the Camera class, you can find the collide method near the bottom. XD

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Offline Jimmt
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« Reply #3 - Posted 2013-05-04 18:03:55 »

Why in the world would collision code be in the camera class Huh
Offline wreed12345

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« Reply #4 - Posted 2013-05-04 20:08:25 »

From what I can see it looks like this code is using a distance formula to find collisions - the only problem with this is that sometimes it doesn't work for all shapes. For example it works great for circles but when it comes to rectangles you would have the create a circle around the rectangle for collisions on it which may lead to inaccurate detection. Try looking up AABB collision detection on google for some results on squares and stuff - wait a second this is a 3d game ... I'm not too sure how helpful this is for 3d - ive only touched 2d

Offline kpars

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« Reply #5 - Posted 2013-05-04 22:39:29 »

The big issue is that when the player collides with a block, he is stuck inside a 180 degree area. You also have the fact that the player has no hitbox, so when you collide with anything, you are directly in front of what you collide with, so your face is almost smashed inside the block.

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Offline kpars

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« Reply #6 - Posted 2013-05-05 01:33:20 »

No idea  Grin.

I could tell the author must have been a beginner, he did a terrible job at organizing his code.

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