Hi guys! We're trying to make an FPS game(not the nextest-gen though
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). We're having some problems with the first person view weapons going through walls. We have yet to find a proper solution. We tried scaling the gun down(like scaling a sniper rifle to look like a uzi) and using a larger bounding box for the player. Obviously these suggestions had their drawbacks. The rifle looks like a toy and the players cannot stand close to the walls as they should be able to.
We would be more than grateful if anyone could point us to a solution. Thanks for looking.
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edit: agreed with arsh btw. sort order might still fix it if for some reason don't want to change your technique. some engines call it z bias I think
simply clear depth buffer before drawing the gun and give it less fov, so it doesnt look stretchy thin.
renderhjs, this was the problem:
Is that a AA Gun or a Thompson? All the FPS weapons in CoD2 where freakishly stretched.