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>> No.5059560 [View]
File: 60 KB, 640x480, q1shw_2.jpg [View same] [iqdb] [saucenao] [google]
5059560

>>5059506
>>5059525
For calculating collisions in the Quake engine, the player is just considered to be a man-sized box - one that never rotates. It's always aligned to the world's XYZ coordinate system, even when the player turns. Because of this collisions are inconsistent: if for example you face and walk off an edge that's not aligned to the XYZ, like the 45 degree edge in pic, you'll go a bit further off before dropping than normal, because of the corner of your unrotated box will stay on it. Same with walls, slopes, etc.

It's just the kind of thing I'd have expected to have noticed, I been playing and loving the feel of Quake-engine games for like 15 years. I'm impressed by its elegance, I think there's a real beauty to how such a simple method can be so effective and convincing. But maybe I'm just a rube.

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