Skip to main content
edited body
Source Link

Let's assume the following:

  • I have a server which stores the player's position (float x, float y, float z)
  • Client sends the server it's updated position ever 250ms or so.
  • Server has bounding boxes for all buildings & players ( Let's say each wall has it's own AABB or OOBOBB)
  • For broad-phase collision detection, I use spatial hashing based on the bounding boxes.
  • Client does full-on triangle level collisions locally.

My question:

  • How can I quick calculate if a player has passed through a wall on the server only using AABBs or OOBsOBBs. Or, is there no way to do that without going to triangle-level collision detection. Maybe some other data structure? Any help would be appreciated.

Let's assume the following:

  • I have a server which stores the player's position (float x, float y, float z)
  • Client sends the server it's updated position ever 250ms or so.
  • Server has bounding boxes for all buildings & players ( Let's say each wall has it's own AABB or OOB)
  • For broad-phase collision detection, I use spatial hashing based on the bounding boxes.
  • Client does full-on triangle level collisions locally.

My question:

  • How can I quick calculate if a player has passed through a wall on the server only using AABBs or OOBs. Or, is there no way to do that without going to triangle-level collision detection. Maybe some other data structure? Any help would be appreciated.

Let's assume the following:

  • I have a server which stores the player's position (float x, float y, float z)
  • Client sends the server it's updated position ever 250ms or so.
  • Server has bounding boxes for all buildings & players ( Let's say each wall has it's own AABB or OBB)
  • For broad-phase collision detection, I use spatial hashing based on the bounding boxes.
  • Client does full-on triangle level collisions locally.

My question:

  • How can I quick calculate if a player has passed through a wall on the server only using AABBs or OBBs. Or, is there no way to do that without going to triangle-level collision detection. Maybe some other data structure? Any help would be appreciated.
Source Link

Online MMO collision detection for players & walls

Let's assume the following:

  • I have a server which stores the player's position (float x, float y, float z)
  • Client sends the server it's updated position ever 250ms or so.
  • Server has bounding boxes for all buildings & players ( Let's say each wall has it's own AABB or OOB)
  • For broad-phase collision detection, I use spatial hashing based on the bounding boxes.
  • Client does full-on triangle level collisions locally.

My question:

  • How can I quick calculate if a player has passed through a wall on the server only using AABBs or OOBs. Or, is there no way to do that without going to triangle-level collision detection. Maybe some other data structure? Any help would be appreciated.