hello every one.
I had bought real-time collision detection book , but the problem is that this book author says that he did not deal with collision response ??? I know that collision response is much easier that colliosion detection but what can I do know after I had know that this book don't deal with response to collision ??? any help of books ??
Real - time collision detection
Collision response is game-dependent and, inside a game, entity-dependent.
Consider the following examples:
So in general, I'm afraid you're better to stop reading and start experimenting.
For a more real-world example, I have an entity in my game which behaves more or less like the player in terms of collision detection. Additionally, they collide with FALL_SENSOR geometry. Every time an hit is reported, a random chance is generated. If the chance is less than 20%, they will just go through it.
Consider the following examples:
- Billiard. Balls hit each other as regular rigid bodies.
- A ghost collides with nothing, but cannot go through the cage obtained by the spell "ghost trap" (conditional collision response on the same entity!)
- Player entity just stops hitting a wall, but slides along if possible.
- A blob of goo deforms dynamically on hitting something
- Bots won't go through anything the player cannot pass. Additionally, they won't go through rigid bodies marked as BOT_COLLISION. Or perhaps they can go through some things even though the player cannot.
So in general, I'm afraid you're better to stop reading and start experimenting.
For a more real-world example, I have an entity in my game which behaves more or less like the player in terms of collision detection. Additionally, they collide with FALL_SENSOR geometry. Every time an hit is reported, a random chance is generated. If the chance is less than 20%, they will just go through it.
Previously "Krohm"
So in general, I'm afraid you're better to stop reading and start experimenting.
thanks but what you mean ??
What you probably want is some sort of sequential-impulse based method because it is the easiest to implement and gives pretty good results (most big physics engines use it). Here are some links to get you started.
A Unified Framework for Rigid Body Dynamics
Erin Catto's GDC 2010 Presentation on Constraint Solving
If you want some code examples, the Box2d, Chipmunk, and Bullet physics libraries all use this method of solving constraints.
A Unified Framework for Rigid Body Dynamics
Erin Catto's GDC 2010 Presentation on Constraint Solving
If you want some code examples, the Box2d, Chipmunk, and Bullet physics libraries all use this method of solving constraints.
thanks , the last question is what is the good references for rreal-time collision detection book and the basics I should know so that i can understand collision detection better
Most modern collision systems will use some variant of the GJK algorithm to detect collisions between convex shapes - it is extremely generic and can be used for everything from spheres to convex polyhedra. Casey at Molly Rocket has a really good video presentation about GJK here.
GJK has a companion algorithm called EPA (Expanding Polytope Algorithm) which takes the output of GJK and refines the collision point so that it lies on the boundary of the convex shape. Here is a pretty decent explanation of the algorithm in 2D and it easily generalizes to 3D.
Other than that, the Real Time Collision Detection book is a pretty comprehensive collection of the algorithms for collision detection. Christer Ericson doesn't explain everything in the greatest detail, but you can find more info in the references which are noted in the book.
GJK has a companion algorithm called EPA (Expanding Polytope Algorithm) which takes the output of GJK and refines the collision point so that it lies on the boundary of the convex shape. Here is a pretty decent explanation of the algorithm in 2D and it easily generalizes to 3D.
Other than that, the Real Time Collision Detection book is a pretty comprehensive collection of the algorithms for collision detection. Christer Ericson doesn't explain everything in the greatest detail, but you can find more info in the references which are noted in the book.
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