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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