Author: DigiBen
Building off of the last tutorial on collision, we finally implement the famous "sliding" effect that everyone loves. We also put sphere collision aside and add AABB (Axis-Aligned Bounding boxes) collision detection. This is almost as fast as sphere collision, but allows a better representation of the character's geometry and measurements. We also add a fix to the camera so that when the camera collides going backwards, the view vector doesn't keep going backwards and eclipse the camera position.
Functions Used: fopen(), new, fread(), fclose(), fseek(), delete, glBegin(), glEnd(), strcat(), malloc(), glVertexPointer(), glBindTexture(), glTexCoordPointer(), glEnable(), glEnableClientState(), SwapBuffers(), glActiveTextureARB(), glClientActiveTextureARB()
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