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Visibility and colision

 
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Bernardo
Newbie


Joined: 04 Oct 2005
Posts: 3

PostPosted: Tue Oct 04, 2005 2:44 pm    Post subject: Visibility and colision Reply with quote

I saw your game in gamedev.net and i was impressed, i excuse myself for my english as i am Argentinian.

I'm developing a game in my spare time, it has some points in common with yours, the user can walk around the city space freely, for that i have joined 2 visibility algorithms: Portals and Occlusion horizons, one for interior and the other for exterior, but without loading/waiting times.
I would like to known the way you are handling this.

I'm also interested in the way you are doing the collision detection, and what structures are you using for this. I was thinking in using a BSP for each building as the avatar can access every building in the game.

Thanks for your time.
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Glover Klien
The Drunken Philosopher


Joined: 24 Sep 2005
Posts: 483
Location: The Philla Del

PostPosted: Thu Oct 13, 2005 1:56 am    Post subject: Reply with quote

son
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Bernardo
Newbie


Joined: 04 Oct 2005
Posts: 3

PostPosted: Thu Oct 13, 2005 2:01 pm    Post subject: Reply with quote

An answer would be nice.
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Thu Oct 13, 2005 2:27 pm    Post subject: Reply with quote

Sorry for the delay...I didn't see this message here.

Ignore Glover Klien.

That said....thanks for taking the time to post, and glad you like the way my games looking Smile

I break my scenes up into a tile system, and do an optomized field-of-view test (point-in-poly test using the view frustum in 2D, and the center of the tiles).

I don't use any special methods for rendering the insides of the buildings, as they're not particularly complex, I do switch levels of detail rather close to the camera, using 2D imposters for the interiors of the shops, that's another trick.

As far as the collision detection goes, that's handled by Newton ( www.physicsengine.com ). I use newton for all of the physics/collision detection in the game. It's great, it allows you to feed it an arbitrary triangular mesh of 100000s of triangles for the static environment.

Sorry for the delayed response, I hope I've been of some help...if you have any more questions just ask!

- Dan
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him a question something like "which ontological urban paridigm most influenced your design of the simulator,
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He replied, "I just kind of optimized for game play."

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Bernardo
Newbie


Joined: 04 Oct 2005
Posts: 3

PostPosted: Thu Oct 13, 2005 4:09 pm    Post subject: Reply with quote

Thanks for the answer.

I'm think i'm going for the tile system myself, since the last week i have read an article from gas powered games about his continuous map added to your response and the design made in my head during the week it seems the best for map that doesn't fit in memory.

I'm in a hurry right now but i do have more questions and i will post them soon.

Thanks
Bernardo
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warlord11030
Moris Family Mafia Don


Joined: 19 May 2007
Posts: 2777

PostPosted: Sat Apr 19, 2008 10:57 pm    Post subject: Reply with quote

DON'T BELIEVE THE HYPE..
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rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Sun Apr 20, 2008 2:53 am    Post subject: Reply with quote

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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Sun Apr 20, 2008 9:54 am    Post subject: Reply with quote

warlord11030 wrote:
DON'T BELIEVE THE HYPE..


Duuude stop bumping 3 year old threads
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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