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InsideQC Forums • View topic - per polygon hit detection tutorial?

per polygon hit detection tutorial?

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per polygon hit detection tutorial?

Postby metalmodman » Sat Jan 08, 2011 3:00 am

I think I remember some one posting a link to a per polygon hit detection tutorial for quake one, but I cant find it. Does any one know what I'm talking about?
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Re: per polygon hit detection tutorial?

Postby Team Xlink » Sat Jan 08, 2011 5:17 am

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Postby Jukki » Sat Jan 08, 2011 9:02 am

O.o DOES THIS WORK WITH PSP?
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Postby metalmodman » Sat Jan 08, 2011 11:57 am

Thank you Team Xlink!

When my coding improves I'm going to try to get this working on dedicated servers and try to do some thing like doom for head shots.
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Postby Team Xlink » Sat Jan 08, 2011 2:59 pm

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Postby frag.machine » Sat Jan 08, 2011 5:33 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Jukki » Sat Jan 08, 2011 9:26 pm

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Postby metalmodman » Sun Jan 09, 2011 1:02 am

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Postby leileilol » Sun Jan 09, 2011 1:17 am

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Postby metalmodman » Sun Jan 09, 2011 1:29 am

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Postby mankrip » Sun Jan 09, 2011 11:43 am

From what I've seen in the tutorial, it should be easy to make it work only on some entities, which should reduce its processing requirements.

Another optimization would be to not use it on entities hit by tracelines that exceeds a certain distance, so entities that are far away would be processed through the regular hit detection instead.

And there's a kind of bug in that tutorial: It only applies the per-poly detection after the bounding box detection has been done, so if the bounding box is smaller than the model, some parts of the model will never collide against the tracelines anyway.
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Postby metalmodman » Sun Jan 09, 2011 8:02 pm

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Postby mankrip » Sun Jan 09, 2011 9:39 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby metalmodman » Mon Jan 10, 2011 12:11 am

ah that would be cool.


Some thing like this right?
Image

It would be great to get this working and all done server side so it doesn't change the clients requirements.
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Postby mankrip » Mon Jan 10, 2011 1:03 am

Yes, that kind of model.

Physics are always processed server-side, so clients shouldn't be affected by it anyway - even without optimizations.
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