Collision issues

Blitz3D Forums/Blitz3D Programming/Collision issues

The Forum Archive is locked. These are the original blitzbasic.com forums, kept so their posts can still be read and searched. No new topics, replies or edits can be made here. To join the conversation, head over to the Blitz3D+ forums.

hmm. I'm not gonna post a code example-to tired. this really is a bit complex.. Hmm. I would either find out the normal of the triangle you collided with or average the triangle's vertexs' normals. Then, do a crossproduct on the direction normal and the triangles normal. This'll tell you how much the car is pointed at the triangle. This would be good anyway, because you could use it to only slightly add a reversal force near 0. Hopefully someone else will iron out the errors in my idea/ help with the details. If not, I can do it tommorow