by Spike » Tue Mar 18, 2014 3:32 am
seven, your code potentially allows people to shoot through the monster's head.
note that your monster's bbox is already 8qu taller than the hull size.
hardcoding is fine if you want less code. its just that you need to hardcode every case and thus quite likely more code in the end.
frag.machine, while it would be possible to simulate larger hull sizes from smaller ones, doing so would require 8 times as much work, and would not aid with crouching. enabling such a feature would likely break a load of mods (like any monster that's defined to be 64qu high placed a qu or two above the ground in a small passageway, for instance).
q2+q3 use brush collisions and thus do not require descrete hull sizes. this is the preferable way to do it, especially as this also potentially allows support for capsules too. taniwha added some poly collision code to quakeforge a while ago which would have the same effect, while tonik has previously made a direct q1bsp->q2bsp converter. the problem with these automatic methods is that they ignore clip brushes, which means the player suddenly gets stuck on all sorts of sticky out bits of the map.
as bbox sizes increase, the axial nature of bboxes gets more and more goofy, so anything that allows ditching aabb collisions completely is a good thing.
I really do wonder what would happen if a qbsp were to generate capsule-shaped hulls instead of bbox ones. theoretically it would be possible to support any convex shape from the qbsp...
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