entity component system: Lift in TestPatches map needs more work

Issue #137 resolved
Carsten Fuchs created an issue

The lift in the TestPatches map needs more work:

  • We have to implement some GetContacts() method for the Mover.lua script, so that the lift can carry touching entities with it. Note that both the ComponentCollisionModelT as well as the CompGameEntityT can have clip models these days.

  • If the lift is in the upper position, and we jump against it from below, sometime it is possible to see "thtough" the lift. This is most likely a result of the fact that the players bounding-box extends four units above the eye position, and that the OpenGL near clip plane is four units away from the origin as well...

  • Sometimes I can see moire patterns on the lifts bottom surface...

  • Even if the lift is in the upper position, it seems like there is some collision model at the bottom: We "step up" as if the lift was still there, even if it isn't.

Comments (3)

  1. Former user Account Deleted

    In [changeset:"3e1dd4f011e6598a02befba61924a4a172e1489a/git"]:
    {{{

    !CommitTicketReference repository="git" revision="3e1dd4f011e6598a02befba61924a4a172e1489a"

    GameSys: Add new component ComponentMoverT.

    This is an initial implementation of a Mover component. In this first edition,
    only the mover "physics" are implemented, i.e. moving all parts ("team members")
    of a mover and pushing any affected entities, taking their possibly blocking
    the move into account.

    References #137.
    }}}

  2. Carsten Fuchs reporter

    With the merge of branch "introduce-movers" (43fa4ca on 2015-02-14) and the changes following it (e.g. branch "revise-client-interpolation-prediction-and-effects", eea2f04 of 2015-06-18), the lift in map TestPatches now works as expected.

    In fact several example movers in other maps have been added that all work very well now.

    See #149 for some issues with movers that still must be addressed.

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