The right way to collide
I read about the different tech stuff how collision detection (i.e. intersection...) is to be done, but I really cant figure out the way I should use for my needs.
I need to check for collision and penetration of oriented bboxes against polygon data of environment objects. (The boxes have linear and angular velocities; if this matters)
First I wanted to do it the way I saw some time before.
That means test the box vertices against the plane of the environment polys and then check if the "contact point" is in the polygon area.
But now I realised that this technique has a big drawback:
Imagine a big box would fall down onto a thin, high cylinder.
The outer box vertices wont notice a collision since they are out of the cylinder area.
I couldnt find another way yet.
Pleeeease help me
Edited by - MothaBrain on January 23, 2001 9:40:45 AM
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