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
>
>
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