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ProgrammingBSP Collision Detection As Used In MDK2 and NeverWinter NightsBSP Collision Detection As Used In MDK2 and NeverWinter Nights
So how should we handle the separate problem of collision and navigating of a character in a 3D environment? In the real world this is achieved by "left foot forward", "right foot forward", and so on. In a video game the user has an avatar which is often a biped, so why not implement something analogous to how things work in the real world? This paper first discusses player control and navigation in an action oriented 3D game.
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