Advertisement

Collision Detection (again)

Started by October 06, 2000 11:36 AM
3 comments, last by Blue*Omega 24 years, 3 months ago
what is the most accurate form of collision detection? I don''t really care about spped at the moment so anything will do. ----------------------------- Blue*Omega (Insert Witty Quote Here)
// Tojiart
Nonmanifold boolean operations on swept NURBS surfaces? The ACIS (www.spatial.com), Parasolid (www.parasolid.com), and SHAPES (www.xox.com) toolkits do this. You don''t have the time to figure it out yourself, and the toolkits are massively expensive. We use ACIS for some work we do that involves moving objects intersecting terrain and it is very very accurate, but also not at all fast.

There may be an exception to the expensive rule. I think you may be able to get ACIS for free now (since they were bought by Dassault who have a different agenda) for development purposes, and you just have to pay if you sell a product/game. (There may be some kind of partner fees, though.) But still it is simply way too slow for anything close to real-time.

The most accurate way to do things on a mesh is probably precise triangle-to-triangle intersection with some kind of sorting and collection for triangle meshes.



Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
email: grhodes@sed.ara.com
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
Advertisement
Hey that was interesting!


Maketty
(Matthew FitzGerald)
Knightvision Games

Maketty (Matthew FitzGerald) The meaning of Life part 5:Live organ transplants...
maketty, do you have more of these useless comments?
Please Anonymous Poster try to be a little more considerate before you open your mouth (Or your keyboard in this case) and speak cruely to other people!


Maketty
(Matthew FitzGerald)
Knightvision Games

Maketty (Matthew FitzGerald) The meaning of Life part 5:Live organ transplants...

This topic is closed to new replies.

Advertisement