Quote:
Originally Posted by Pierre-Marie Baty
The only way to determine the shape of a wall with Half-Life is to read the BSP data. There's no other way. It also renders the "checking connection" step obsolete since there is no obstruction between a point and another in a BSP volume. At this cost you might consider using a navmesh instead since that's exactly it *hint* *hint* 
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Thanks for reply (as well as @$3.1415rin's). I have read your RACC Template 2 but because I'm still a beginner I don't quite understand the BSP stuff

Also I just want to do something myself. So it may be not a good idea to use your navmesh code. Actually I changed the way of analyzing the map with some complicated maths stuff. My new method is: I ripped out some parts of Quake1 Engine source and use it to simplate player movement. Now it works very well at places needn't ducking/jumping and climbing ladders. But I think those things are easy to solve as long as I try to
