Thursday, January 21, 2016

Day 12: It's What's On the Inside That Counts

Today'll make for a short post, as I have work to do.

The name of the game is testing if warping is safe. How? The warp has a special effect that conserves height. That said, you don't particularly go back to the warp point, but the same x/y coordinates (Unreal coordinates) at the same z as when you teleported back.

This means being stuck inside an object. Why not just sweep? Stops way too far back. Why not test for overlapping at the site of collision? It is possible to be completely inside an object.

Cure? Multi Line Trace By Channel! Such a magical thing allows line tracing while collecting all the block hits along the way, instead of just stopping at one on a sweep. By tracing the to/from collisions, one can find out if the eventual trip is going to be inside an object.

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