dynamic cylinder-triangle collision
hi! my question is how to detect cylinder-triangle collision dynamically? that means cylinder(player in my 3d space) is moving in 3d world built of triangles.....i've already written collisions similar to this but in my game i only check every frame whether cylinder intersects any of triangles -> if so, player is not allowed to make move....but suppose i have very slow computer and 1st frame it's in front of wall and 2nd (going direction of this wall) would be on the back side - this case my engine doesn't detect any collision.....
should i test player's velocity vector(what should be start of vector) with triangles or...? but then it's not cylinder-triangle collision but vector-triangle which is something else.....
and 2nd question: imagine player going direction of the wall, next player's move can't be completed cause he would collide with wall, but his distance from wall allows him to get a bit(less than he would like to) closer.....how to determine the final position of player (position where player should stop moving - assuimg no sliding along walls is allowed) ?
...thx for help
Edited by - MickeyMouse on March 5, 2002 10:02:09 AM
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