Re: Kinematic Collision

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Pierre Terdiman wrote:
>
> I think people just make sure the bounding volume is big enough to 
> enclose the whole punch motion.

That means that the bounding volume expands as part of the animation. 
What do you do when the bounding volume pushes into the mountain? 
Sliding back the entire rest of the character is not ideal -- especially 
if something equally immovable is behind.
Or the bounding volume of the longest animation determines where the 
character can walk, which means you can't pass through doors narrower 
than 5 meters...

>
> Same here. I wonder what's the most advanced thing done in games in 
> that respect, or if all of this is really needed (I had the impression 
> it wasn't, so far)

If we have someone from Tekken or DoA here, that'd be nice! Personally, 
I find that the foot-backwards-sliding that traditionally happens when 
you punch into blocks, for example, is quite disconcerting. I believe 
that if someone could built a responsive fighter with integrated ragdoll 
physics and full collision detection, it could have the opportunity to 
lift the genre to the next level.

(Cue: someone will now insert a reference to a fighter that does just 
that, and I just wasn't aware, as I come at this from 
maker-of-characters and player-of-fighters but not as maker-of-fighters)

Sincerely,

jw



-- 

  Revenge is the most pointless and damaging of human desires.


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