Advertisement

3d collision detection for a game

Started by October 25, 2000 12:16 PM
6 comments, last by dennis428 24 years, 2 months ago
I read some articles about 3d collision detection, so I know a bit about how things could work, but I''m having real troubles implementing it. I need some help with the more practical part of collision detection. And I also need to know what technique would be the best in my situation. Can someone please help me out a with this? I''m using Direct3D for my graphics. And I don''t have lots of experience with it. For now I''m using flat objects like floors, walls and ceilings, but ofcourse I''m planning to use more advanced objects for wich I would like the detection (e.g. a chair... ect.). I have walls stored in arrays of four vertices in a Z-form. Dennis
visit my site, please:members.nbci.com/dennis428/default.htm
If your planning to use only Inside/Corodoor Enviroments then its probally best to go with Portals/Cells For The Rendering. You can also use it for Collision Detection by only testing poly within the Current Cell. Because my engine needs to be able to render indoor and outdoor enviroments Im using Portals and Octree''s both for Rendering and for Collision.
later,
Advertisement
okay, all great in theory, but how about me using it?

Dennis
visit my site, please:members.nbci.com/dennis428/default.htm
To add to the crusade of articles, would anyone
know where an article is on doing collision detection
for BSP trees other than vectors and sphere ( like
bounding boxes )?
If you really want some practical code examples you could check out www.realtimerendering.com and look for collision detection or intersection.

(Not another link )

What I''m actually looking for is a more step-by-step approach, becourse most articles are too advanced for me. The more easy to understand articles don''t tell you how to do stuff, they only show the general idea of different types of collision detection.

I liked the article at Flipcode by Kurt Miller. I almost understand the first part. I don''t know what he ment by "the distance of the plane". Oh, and when I draw a little example and caculate the results of his first function, I came to the conclusion that I haven''t understood what he was talking about.
I wish there was a course on the subject somewhere.

Anyway, if any of ya guys would like you help me out step-by-step, I''d really appreciate it.

Thanks in advance

Dennis
Advertisement
oops, forgot to type my password there
visit my site, please:members.nbci.com/dennis428/default.htm
All great in theory, and they do work, I should know, thats what Im using. I think you should brush up on your math first though, because if you dont know what a plane is, how can u expect to understand Collision Detection. What level of math have you completed in school?

This topic is closed to new replies.

Advertisement