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I'm working on a racing game where the vehicle is normally colliding with pretty much anything/everything in the level (ground, walls, jumps, etc). So I can't use normal collision detection methods to check if the vehicle has actually "crashed" and not safely glanced off of something. I think the solution is to check for sudden changes in velocity, but I'm not sure how to do it. I'd like to check if the velocity falls below a specific minimum within a specific amount of time. Any ideas?
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You could compare the magnitude of the velocity of the previous frame with the magnitude of the velocity of the current frame (or rather, the sqrMagnitude, which is faster): Thanks, Eric. Works great so far in my initial tests. I had to tweak the crashThreshhold up to 50 for my particular setup.
Mar 03 '10 at 11:07 PM
rocket5tim
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I would also like to see a answer to this, as i would like to be able to know how to implement fall damage in a FPS i am working on. i.e I want it so that if i fall off a house, it wont kill me just take away some health,as this is closely related i have commented instead of asking my own question.
For falling damage in a FPS game, see http://www.unifycommunity.com/wiki/index.php?title=FPSWalkerEnhanced I'd say this is a quite different question, since in a FPS game you can stop instantaneously and you don't care; it's only the falling distance you care about.