   Just a suggestion about how to use Collision Detection
  hi guys!I'm implementing right now the collision detection system in my FPS engine. I already have some code I wrote two years ago that works, but now I'm wondering: should I use a physics library instead ?The code I have handles basic things and for example it allows the players to go around the map, use elevators, use stairs, shot to enemies, not to pass through other enemies. But it doesn't have a true real physics system.Do you suggest not to use my code at all and, instead, do all this things by means of a physics library ?Thanks so much!   
  It depends, do you want to use other physical behaviours from the library? The way I see it, if your code works fine and you don't need any other features you're better sticking with what you have. If you want to implement Vehicle physics and other more complicated effects (ragdoll, etc) then you might want to consider the Physics lib.   ;Quote:Original post by evolutionalIt depends, do you want to use other physical behaviours from the library? The way I see it, if your code works fine and you don't need any other features you're better sticking with what you have. If you want to implement Vehicle physics and other more complicated effects (ragdoll, etc) then you might want to consider the Physics lib.Think the physic I have now like the physic of Quake 3: you can jump, shot, walk, take items and jump on the head of the other players :)My code do all this stuff.Then, think about the physic of Doom3: you can shot at a box expecting it to behave like in the reality. Or you can shot at a lamp and see it to oscillate.Let's suppose I want this features also, so I'm forced to use a library. I was wondering if I could use that library even for the basic things (that is, the Quake3 physic), like the intersection routines I use to let entities to walk/jump/interact between themself, and so on. Or do I have to use it only for the advanced physic ?WHY THE HECK AM I ASKING THIS ? :D!Because if I can use the library, I haven't to use my code (and maybe improve it) anymore. Besides, the code of a library would be faster and more reliable.THANKS A LOT   ;  It's pretty likely that you can use a physics library for such simple computation, but I think evolutional has the right idea.1. Your current physics code does what you CURRENTLY need it to do.2. You're not sure if you need advanced physics for your game at this time.3. Therefore, keep what you already have (it works!) until you know that you want/need more.There's no point in scrapping your current, working code for a physics library only to decide, much later, that you don't need any functionality above what you already had.When you KNOW you want to use it, switch it then :)  Until then, it's probably best to just keep what you have.   ;  I agree with previous posters. But if you REALLY WANT to use a physics engine, do it, especially since this all appears to be on your own time anyway. [smile]Just make your game architecture so that you're not tightly bound to either approach.   