Hi Phil, Yeah, but this really doesn't explain weather using a 3d coordinates system or an array is better for doing collision detection though. Which I believe was the original point of the topic right?
Cheers! On 12/9/10, Phil Vlasak <p...@pcsgames.net> wrote: > Hi Thomas, > One thing to consider, the GMA engine does collision detection one step > before hitting a wall. It then plays the near wall sound if available. > That is why you get a boarder sound in SOD and the different footstep sound > in Sarah before hitting a wall. > In the automatic walking feature, it also detects when you are a foot or two > from a wall and stops you before hitting it. > This leaves the player to decide when to hit a wall and when not to hit a > wall. > In Sarah, I take the stereo step sound with echo and reduce the echo and > make it into mono to give you the feeling you are up against a wall. > > Phil > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gam...@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.