Hi Jim,
The GMA game engine checks if you are one step from a wall or object that would obstruct you. Then it stops you if in automatic walking and plays a sound effect of your choice.
This allows you to know that a wall is near instead of you bumping into it.
In the Sarah game I have the walking sound go from stereo to mono to indicate that something is in front of you.
In Tank Commander you get the collision warning voice.
And in Shades of Doom you get the sound of a metal strip that borders the walls.

----- Original Message ----- From: "Jim Kitchen" <j...@kitchensinc.net>
To: "Thomas Ward" <Gamers@audyssey.org>
Sent: Thursday, December 30, 2010 5:06 PM
Subject: Re: [Audyssey] Conceiving Level Maps


Hi Thomas,

Yeah, if I had an explosion or whatever take out part of a wall or whatever, I would just adjust the coordinates for the collision detection, which I'm sure is what you do. But my question really was, why test to see if there is going to be, a collision in stead of testing to see if there is, a collision. No big deal, I'm sure it all works out the same in the end. It Just seems to be an extra bit of calculation and extra amount of complication to the code and thought process.

BFN

    Jim

Nuthin' is simple sometimes...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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