Re: Question about development of prototyping tools.
"Juan Linietsky" <[email protected]> Sat, 23 Apr 2011 04:22:21 +0000
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <536225630-1303532665-cardhu_decombobulator_blackberry.rim.net-1384887931-@bda241.bisx.prod.on.blackberry> |
I'm sorry that this is sightly offtopic, but given that banjo kazooie was one of the games that inspired me the most to be a game programmer when I was young, I hope you don't mind if I ask a simple question.. (Of course if you can answer it) How is collision detection done in bk? I noticed there is a stage whith a giant whale floating in a sewer. The whale is fully animated, wiggles its tail and banjo can still walk over it and moves with the whale. Can it be that in games from that time, when a character was over a floor it would disable phisics and just move over the manifold as long as the surface normal allowed? I am really amazed, since recently I implemented that kind of interaction on a physics engine for skinned geometry, obtaining back linear and angular velocity.. And was thinking "how did they do this on a n64...". I'm sure there's so many neat tricks like that that will be lost to time given how greater processing power allows more and more general purpose algorithms.. -----Original Message----- From: "Morten Brodersen" <[email protected]> Sender: [email protected]: Thu, 21 Apr 2011 15:16:59 To: <[email protected]> Reply-To: [email protected] Subject: Re: [Sweng-Gamedev] Question about development of prototyping tools. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com