Search found 17 matches
- Tue Feb 28, 2012 5:27 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
Even though it will take more time, my team will have to deal with it. To your response to question 1, the further you are away, the more precise it is. You really only get that bad of precision when about at that distance, maybe a bit further. The speed is only 8000 (remember though, my level is sc...
- Tue Feb 28, 2012 4:31 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
Ok, running into a few bugs that may be fixed if I switch to ray casting. 1) Precision of collisions seems dramatically off. When I shoot a player, the ball is colliding when it is nearly 5X the player's collision away (sometimes). http://dl.dropbox.com/u/53535494/HitBox.png As you see, the balls ar...
- Tue Feb 28, 2012 1:54 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
And there we go!! Thank you for baring with me! You have been a lot of help yet again. 

- Tue Feb 28, 2012 1:06 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
Awesome, that works great with entities! Just one more thing... Now how do I check if it is colliding with the level mesh? I have tried: var mesh = c as StaticMesh; if (mesh != null) { if (mesh == levelMesh) { .... } } But mesh == levelMesh evaluates to true even if the ball is not colliding with th...
- Mon Feb 27, 2012 1:09 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
Is there an example somewhere?
- Mon Feb 27, 2012 12:26 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
Re: How to handle (near)insta-hit bullets
I do realize that ray casting would be the best way to do this, but I have never messed with ray casting yet, and need to get this done ASAP (The Beta is due in a week). So, in the future, I will change this to ray casting. But for now, I have to do the quick and dirty way of checking the pairs (if ...
- Wed Feb 22, 2012 3:41 am
- Forum: Questions and Help
- Topic: How to handle (near)insta-hit bullets
- Replies: 12
- Views: 9016
How to handle (near)insta-hit bullets
I think the next hardest thing, after jumping, my game requires is going to be this. We have bullets that need to be shot and hit the other side of the level almost instantly (very quickly). Right now, we have a sphere shot out really quickly (and we still want it to be faster). The problem is, the ...
- Mon Feb 20, 2012 12:49 am
- Forum: Questions and Help
- Topic: Space.Update crashes with ArgumentOutOfRangeException
- Replies: 3
- Views: 4448
Re: Space.Update crashes with ArgumentOutOfRangeException
Oh, I just figured it out. The client and server were crashing at the same time throwing the same error for completely different reasons... how interesting. One of the things I changed from the non-networked one, for the Server, was taking out the SphereCharacterControllerInput and making all the up...
- Mon Feb 20, 2012 12:32 am
- Forum: Questions and Help
- Topic: Space.Update crashes with ArgumentOutOfRangeException
- Replies: 3
- Views: 4448
Re: Space.Update crashes with ArgumentOutOfRangeException
The only thing that is done asynchronously is sending and receiving the messages, not consuming them. At least, none of the code I wrote uses their own threads... Looking at the differences between the networked and non-networked versions, there doesn't really seem to be any major changes that I cou...
- Sun Feb 19, 2012 11:43 pm
- Forum: Questions and Help
- Topic: Space.Update crashes with ArgumentOutOfRangeException
- Replies: 3
- Views: 4448
Space.Update crashes with ArgumentOutOfRangeException
I really don't know what information will help solve this issue, but I will try to explain everything leading up to the problem. Just let me know what code/other information you will need to help figure out the problem. Using the SphereCharacterController as a starting point, I modified things a bit...
- Thu Jan 26, 2012 5:51 am
- Forum: Questions and Help
- Topic: How to check if a box is colliding with the level mesh
- Replies: 9
- Views: 7755
Re: How to check if a box is colliding with the level mesh
After working on it all day today, I did it! The hardest part was making the movement work on the 4 sides (the default and opposite worked great, the 4 "walls" took some time). I technically changed the "HorizontalMotionConstraint" and made it not so Horizontal. In other words, i...
- Tue Jan 24, 2012 10:44 pm
- Forum: Questions and Help
- Topic: How to check if a box is colliding with the level mesh
- Replies: 9
- Views: 7755
Re: How to check if a box is colliding with the level mesh
Right now, we have 3 vectors that indicate the orientation and gravity of the player; up, forward, and right. Those 3 vectors will change depending on the gravity they are given, which is all already done (this changes the orientation of the camera as well, with smooth transitions). I will go throug...
- Tue Jan 24, 2012 10:16 pm
- Forum: Questions and Help
- Topic: How to check if a box is colliding with the level mesh
- Replies: 9
- Views: 7755
Re: How to check if a box is colliding with the level mesh
Thanks for the help. I was thinking of using SphereCharacterController, but I will have to modify them to allow for different gravity directions for each object, which may save some time on the jumping and proper movement. The problem is convincing my team to give me the proper time I need to do thi...
- Tue Jan 24, 2012 9:39 pm
- Forum: Questions and Help
- Topic: How to check if a box is colliding with the level mesh
- Replies: 9
- Views: 7755
Re: How to check if a box is colliding with the level mesh
Does the collision with a mesh count as collision in the Pairs? Mesh created like so: Vector3[] vertices; int[] indices; TriangleMesh.GetVerticesAndIndicesFromModel(levelModel, out vertices, out indices); for (int i = 0; i < vertices.Length; i++) { vertices[i] = vertices[i] * 10f; } StaticMesh mesh ...
- Tue Jan 24, 2012 3:23 am
- Forum: Questions and Help
- Topic: How to check if a box is colliding with the level mesh
- Replies: 9
- Views: 7755
How to check if a box is colliding with the level mesh
I am trying to implement a simple jumping algorithm where I created a box that is at the bottom of the player to check if they are touching the ground. I looked in the Demos provided, and you do something similar, but with ray casting and seemingly more complicated. I just want to simply check if th...