Hi Guys,
I've been reading about 3d collision detection, 1st time doing it, I see there are intersection & distance based methods. What do you recommend? Any suggestions?
cheers
Hi Guys,
I've been reading about 3d collision detection, 1st time doing it, I see there are intersection & distance based methods. What do you recommend? Any suggestions?
cheers
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Hi braindigitalis,
problem with using square shapes is calculating the collision points & appropriate collision response including rotations, this is quite complex would you agree?
problem with using square shapes is calculating the collision points & appropriate collision response including rotations, this is quite complex would you agree?
Your original post asked about collision detection techniques. Collision response is an entirely different subject than collision detection, though the collision data needed for desired collision response routines dictates how collision detection is performed. For some purposes, a YES-NO intersection test between bounding volumes is quite sufficient.
What do you recommend? Any suggestions?
First: determine what data you need to perform whatever collision response or physics calcs you want. There are several collision/physics engines available (Bullet, ODE, etc.), or you can roll your own.
Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.
You don't forget how to play when you grow old; you grow old when you forget how to play.
Cheers Buckeye,
intersection techniques seem like a hack to me, don't think they can provide an accurate collision point due to objects moving at different linear & angular velocities, distance based seems the way to go but seems like the maths is more complex
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What if the 2 objects are moving so fast the collision is not detected?
Intersection won't detect it
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