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The 3DGS collision system is AWFUL. #359492
02/17/11 22:56
02/17/11 22:56
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
Serious User
Redeemer  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Seriously. Why was support for AABBs dropped? I'm trying to iron out the collision bugs in G.R.U.N.T.S, but they are unstoppable. Ellipsoids are incredibly unpredictable. They get stuck so easily that you have to wall up your entire level with invisible borders, or the next thing you know, your player entity is trying to climb into that mouse hole!

The Quake engines still use the AABB system for a reason. It's reliable, easy to manage, and accurate. You can't get your stomach caught in little holes in the wall because your BBox sticks out a little in the middle, and size adjustments can be made on the fly to easily accomodate features like smoothly walking up and down stairs and ramps.

So why has the AABB system been replaced with this repulsive OBB system?!


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: The 3DGS collision system is AWFUL. [Re: Redeemer] #359494
02/17/11 23:06
02/17/11 23:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I hate it, too. I spent so much time on avoiding ellipsoid collisions and trying to (re)create bounding box movement, esp. for platformers.

EDIT: The rest of the collision system is awesome (push, group, c_ignore, (FLAG2)).

Last edited by Superku; 02/17/11 23:07.

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Re: The 3DGS collision system is AWFUL. [Re: Superku] #359523
02/18/11 10:33
02/18/11 10:33
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
I standard wall up my entire level. Collision has always been flawed.

Last edited by Joozey; 02/18/11 10:34.

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Re: The 3DGS collision system is AWFUL. [Re: Joozey] #359529
02/18/11 11:32
02/18/11 11:32
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
User
SchokoKeks  Offline
User
S

Joined: Nov 2002
Posts: 913
Berlin, Germany
This is a rant I can support from all of my heart wink

AABB was perfectly usable for most games. I always thought that the latest A7 still had AABB because of the naming of "USE_AABB", but recently found it it uses ellipsoids instead.

So I took the only reasonable step for my game "Survive!":

I programmed my own AABB collision detection in lite-c. Its highly unoptimized but it works for the super small levels I have, and it includes the EVENT_ENTITY.
Its missing any kind of level-block collision though, so its worthless for you.

Re: The 3DGS collision system is AWFUL. [Re: SchokoKeks] #359530
02/18/11 11:45
02/18/11 11:45
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Superku, those features you mentioned are indeed nice, but collision group support is a very new thing. It was even worse before, trying to get c_trace and c_move to ignore a certain group of entites was a pain.


I'm having huge collision problems with my camera. I have a sphere model around it and I'm trying to use this to keep the cam from going through objects. Sometimes this looks horrible... bouncing around, gliding too fast...


~"I never let school interfere with my education"~
-Mark Twain
Re: The 3DGS collision system is AWFUL. [Re: Germanunkol] #359586
02/18/11 17:44
02/18/11 17:44
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
I hate, really hate c_move cry
I'm currently trying to make workaround for ellipsoid problem...
But it sucks... Tried to use USE_AABB but I can't really see any differences, may be I got some errors...
OBB SUCK! Why they stoped using AABB?!


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Support me on: https://boosty.to/3rung
Re: The 3DGS collision system is AWFUL. [Re: 3run] #359656
02/18/11 21:13
02/18/11 21:13
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
The new collision system using Nvidia Physix shoulkd solve all collision problems laugh
Like Unity using collision engine for all collision managment !

Why does the code for using simple Physix collisions takes so
much time to be made for A8 frown ???

Even beginner can make Irrlicht engine use collision engine
in some hour with the tutorial !!

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #359669
02/18/11 22:46
02/18/11 22:46
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Quote:

Even beginner can make Irrlicht engine use collision engine
in some hour with the tutorial !!


Quote:

Just do It !!



Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The 3DGS collision system is AWFUL. [Re: WretchedSid] #359749
02/19/11 12:15
02/19/11 12:15
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
No time to waste laugh !

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #359768
02/19/11 14:00
02/19/11 14:00
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
No time to waste writing a tutorial or no time to waste posting one liners in a forum?

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