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zsuperxtreme

Direct3d - Camne Nak Elak Dari Tembus Objek

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Assalamualaikum

Nak tanya, camne kita nak code supaya bila kita teroka persekitaran 3d kita tak menembusi objek objek yang berada di sekeliling... contoh... dinding... bagaimana kita nak elakkan dari menembusi dinding... mungkin kita boleh code kan supaya satu area itu tidak boleh ditembusi dengan penggunaan x,y,z... tapi cuba bayangkan kalau kita membina sebuah istana... takkan nak code kan every dinding dalam istana tu... ada tak cara lain yang dapat digunakan? Maaf sebab tanya soalan kurang pandai.

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Yerla hoyoyo , akupun ada terpikir mengenai sphere collision dimana boundary tu diuji menggunakan D3DIntersect()... dimana ia diuji dengan melakukan ujian surface pada objek persekitaran... Aku akan cuba kenalpasti cara nak gunakan function nie.. kalau tak faham nanti aku tanya lagi ek

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apa yg zsuperxtreme nak buat ni dinamakan "collision", antara subtopik yg ada spt collision detection, collision response, collision avoidance..

try search pasal collision ni kat net.. bounding box volume samaada box, sphere etc mcm yg hoyoyo80 cakap tu teknik collision yg simple, ada juga yg lebih kompleks..

http://www.gamasutra.com/features/20000330/bobic_pfv.htm

http://www.gamedev.net/reference/list.asp?categoryid=45

p.s:hoyoyo80, ko dak grafik ke?

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Saya juga.... (hahahah)

buat bende nie setakat hobby jerk....

susah gak nak guna ray collision detection guna d3dinterset... nampak gaya terpaksalah aku guna teknik sphere collision.. the easiest part of collision. cuma action game cam Counter Strike kena pakai ray collision. Kalau korang tahu camne nak setkan Ray collision detection bagitau la ek...

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