6 ms·
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here: https://www.youtube.c
by kipi 3y ago
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here:
https://www.youtube.com/watch?v=wLHXn8IlAiA https://www.youtube.com/watch?v=wLHXn8IlAiA
The technique can detect the intersection point of a (fixed size, axially aligned) moving bounding box and a hull defined as a BSP tree. In this sense it is rather limited compared to newer methods but it works rather well and the implementation is pretty robust, and fast enough for the primitive hardware of the day.
- abrarsami 3y agoThank you for this
- mcyc 3y agoYour videos are absolutely fantastic, thanks for making them!
- drdator 3y agoNice to see you here, I’m a big fan of your videos! I did some work on Q3 mapping tools for mac back in the day and always been very interested in everything quake related.
- deleted 3y ago[deleted]
- beaumayns 3y agoAlso shameless self promotion - if you're interested in 4D collision detection (and rendering, and rigid body physics), I've made a semi-tutorial-style repo here: https://github.com/beaumayns/box4d https://github.com/beaumayns/box4d Not nearly as polished as your video, but hopefully someone finds it interesting.
- bfors 3y agoAmazing. How did you create the animation of the quake level getting broken down into BSP nodes?
- kipi 3y agoThanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene