Your idea is right On Omega.
Consider this. Every game needs diffrering hit collision needs. For an FPS omega''s solution is ideal. It''s rougly 1 check for collision. however for a fighting game, it''s not the best.
Now, the problem lies in the "radius" However this can be easily solved.
When I load a model, I log the distance from it''s center, to the vertex i''m loading. However, I only do a distance check on the
x & z axis Meaning we''re getting a 2d overhead view of the model, thus, getting a correct and accurate description of the "radius".
Once you have the radius, You can also get the height of the object, which upon, you can create a bounding cylindar. Which, if you do your math checks gentlemen, requires 2 checks, rather than a bounding box (plane checks:6 or vert checks: 8) and it''s more effecient than a bounding sphere (1 check) So if anything it''s the best of both worlds.
Quite frankly, I use the bounding cylindar in everything. I''ve yet to find a method where it''s NOT practical, OR useful.
I''ve got all this and a huge collision article over at my website
www.sinewave.net
Still needs to be uploaded with the demo though
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~Main
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Colt "MainRoach" McAnlis
BadHeat Inc.