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Old 11-03-13, 08:16   #7
Cochrane
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Join Date: Apr 2006
Location: Germany
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I wouldn't worry too much about the original games. Their design is generally sane, with very few tricks used. There are not a lot of cases where the graphic geometry does not match the collision geometry; of the top of my head, I can only name water, cobwebs and the like, and the engine will have to support that anyway. You will be able to climb on any static mesh, and that will open up new exploits and shortcuts, and there are a lot of details that need to be handled properly, but I don't see those as big problems.

What I'm really interested in is how overlapping rooms and paperthin walls and the like will work. Those can be major challenges, because your typical physics engine is not prepared for them out of the box.
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