On Fri, Oct 3, 2008 at 11:48 PM, Andrew Phillips <[EMAIL PROTECTED]> wrote:
> So, am I right in thinking that if the character is not completely on the > one tile, the character falls through it? That sums it up pretty nicely. It's the details where it gets complicated. For sake of collision detection, the character is represented by a sphere, so basically there is just a single point where it touches the ground, in the center of the character's bounding box. That means, as soon as the center moves over the edge of the tile, it begins to slide downwards. Of course, usually you'll have another tile right next to that tile, so by going over the edge of one tile you are now on another tile and nothing should happen. For some reason, this is not the case with the current code. This could mean that the tiles that get checked for collision are not the tiles the character is actually on. I should probably increase that area just to check ... but of course for efficiency it is important to really only check probable tiles. Oh, btw. all of this is going on in world/moving.cc, in case somebody wants to have a closer look. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel