Two questions about bounds in a first person game

Hi,

as mentioned in the title I have two questions about the use of bounds in a first person game.

The first:
I read somewhere, that the shape of a pill would be the best shape for the bound object of a person, but I also read that triangle mesh as bound type, which would be needed for such a shape, slows down the game quiet a bit. What shape and type of bound should I use? I also want to be able to walk down stairs/hills. Right now, walking down a hill is very bumpy (see example file).

The second:
Right now, I use a rounded cylinder with triangle mesh setting as bound and I have a problem when I stand at the side of a cube or a wall and jump. When I should actually fall down to the ground again, I slowly slide down the wall instead, as if it had a high friction amount, but I gave it a zero friction material and it didn’t change anything. How can I avoid sliding down the walls?

And finally, an example .blend:
download
(walk = W,A,S,D, jump = Space)

Thanks in advance,

Jay-D

bump

I’m not a fan of bump, but 0 views in two days:(

You can make a ‘capsule’ shape without triangle mesh - just parent 2 spheres to a cylinder, and set them to ignore collisions between themselves ( sorry cant remember how to do this in blender off the top of my head ).

Simple ‘human’ collision bounds I’ve seen before consist of a sphere positioned around the feet ( which rolls to simluate walking, good shape for climbing stairs etc ). With a capsule parented on top of the sphere for simluating the body. The capsule has to be constantly set to point upwards so the character does not fall over.

This is all coming from a Newton Dynamics demo which might be quite old now but possibly a good place to start?

EDIT: The compound button next to the bounds settings for your object is your friend. A capsule is really a compound mesh of 2 spheres and a cylinder

If you use a sphere, the sphere do not need to roll. It can just slide on the ground (as rigid body).
Beside that, a triangle mesh capsule is not that bad for performance (unless it is highpoly or you have hunderts of them).

If you do an FPS the bounds for the player do not matter as you can see the player anyway. Even a cube would do it.

Stairs -> make them non collsion and place an invisible ramp there so the player can “slide” up/down the ramp.
This is pretty good with servo motion actuators see tutorialsForBlender3d.

Wow, now I am a fan of bump, two replys in only 30 minutes :eek::slight_smile:

Thanks for the replys, I decided to use ServoMotion as Monster suggested (Thanks!) and have a less bumpy up/downhill walking behavior now.
Also thanks for the suggestions on which shape would be best, I ended up using one single pill-shaped mesh using “Convex Hull”, which is the setup of Squish the Bunny , that works exactly how I want it.
Using “Convex Hull” and refriction set to 0.5 on the bound object turned out to work very well.

Thanks again!

Jay-D