Poly-perfect collision detection.
Hey guys''n''girls,
I''m looking for a bit of theory here (code is also welcome ):
Ok, using DirectX7 (or 8), what I wanna do is create a landscape using triangle polys (this is the simpler of the two). After this I wanna use the vectors of the polys to set up collision coordinates...
Can anyone tell me if there are any tutorials out there for this kinda thing or if I am completely over estimating this and there is in fact a simpler method, either way... please help!
Max
hrmm.. ok, i don''t know of any tutorials, but i do know this:
David Eberly''s book 3D Game Engine Design has quite a few pages devoted to this subject, and he''s got a lot of source code on his www.magic-software.com site.
go poke around there and you should find it, but be careful...
he''s got 2 ph.d''s, and his explanations sometimes reflect that (no vector calculus, need not apply kinda stuff)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I have no name that you may call me. I am merely Succinct.
~Succinct Demos Online~
"Hey, where''d that display list rotate off to now?"
-(Drop me a line here)-
David Eberly''s book 3D Game Engine Design has quite a few pages devoted to this subject, and he''s got a lot of source code on his www.magic-software.com site.
go poke around there and you should find it, but be careful...
he''s got 2 ph.d''s, and his explanations sometimes reflect that (no vector calculus, need not apply kinda stuff)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I have no name that you may call me. I am merely Succinct.
~Succinct Demos Online~
"Hey, where''d that display list rotate off to now?"
-(Drop me a line here)-
-- Succinct(Don't listen to me)
December 14, 2000 01:18 PM
Most games I''ve seen that do collision on a per face basis have a seperate collision object. So you clone your original mesh, and the clone becomes your collision grid (which, obviously, you don''t draw). I don''t know much about the math behind collision detection, but I can tell you that you will have to fudge with it quite a bit due to timing issues. Many cases involving fast moving objects can cause the scene to be drawn before the collision is detected and you''ll end up with objects clipping each other. Good collision isn''t easy to create, but that 3D Game Engine Design book will probably be a good place to start.
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