Hello everybody!
I have recently learn to use BLITZ3D and it's amazing how efficient and fast it is to make 3D game with, it's even easier than making 2D game as it handle anything fundamental like animation, camera and collision with breeze!
That's how i have start to code a 3D plateformer in the like of Mario 64. So far so good, after 2 weeks of work i have even done more thant previously plan without prior knowledge in 3D game making.
Now i start to increase my ambition, from a "showcase" prototype i want to do a fully playable game but still educational for me. My goal is to implement nearly all the mario move in the game. The game woud be a pure and simple platformer, only platforms, the character and collectible.
But the things i didn't expect is that i have no idea how to do "grab edge" efficiently in 3D. I mean without tagging the level prior to the play, i want it systemic so the player can thrust his ability and not read the designer's thought.
Anyone have an idea, did this idea was discuss before in another topic?
Summary
What i want to do is "viable edge detection for grabbing onto an arbitrary mesh in runtime" :) of course the viability of edge is decide by parameter to tweak.
Remember i want to "snap" the correct edge
I have recently learn to use BLITZ3D and it's amazing how efficient and fast it is to make 3D game with, it's even easier than making 2D game as it handle anything fundamental like animation, camera and collision with breeze!
That's how i have start to code a 3D plateformer in the like of Mario 64. So far so good, after 2 weeks of work i have even done more thant previously plan without prior knowledge in 3D game making.
Now i start to increase my ambition, from a "showcase" prototype i want to do a fully playable game but still educational for me. My goal is to implement nearly all the mario move in the game. The game woud be a pure and simple platformer, only platforms, the character and collectible.
But the things i didn't expect is that i have no idea how to do "grab edge" efficiently in 3D. I mean without tagging the level prior to the play, i want it systemic so the player can thrust his ability and not read the designer's thought.
Anyone have an idea, did this idea was discuss before in another topic?
Summary
What i want to do is "viable edge detection for grabbing onto an arbitrary mesh in runtime" :) of course the viability of edge is decide by parameter to tweak.
Remember i want to "snap" the correct edge


