Collision detctions
Hi. I have one question about collision detections. In 30 nehe tutorial when I change radius of sphere from 20 to 80 there is a problem with collision between ray and plane. Can anybody help me?
The best tutorials I found on collision detection are at www.gametutorials.com They do require some repeated reading but its the easiest way I found to understand it, better than Nehe''s tutorial
those ones are ok. but the sphere->triangle test is rather inaccurate in the extreme.
I think I might have a go at writing up a tut or two.
I think I might have a go at writing up a tut or two.
Well based on you''re car physics demo on the other thread, I''d quite like to see how you do it. Good collision tutorials seem hard to find...
Hi..
I''ve read the collision tutorials on www.gametutorials.com and so far I think they are best to explain what really goes on.. still I think it''s hard to find a really good collision detection tutorial which also describes WHY the stuff works and not just passes in the formulas...;-)
But..www.gametutorials.com combined with a good 3D book (like "OpenGL Game Programming") you are perfectly on top..
Søren Dreijer
I''ve read the collision tutorials on www.gametutorials.com and so far I think they are best to explain what really goes on.. still I think it''s hard to find a really good collision detection tutorial which also describes WHY the stuff works and not just passes in the formulas...;-)
But..www.gametutorials.com combined with a good 3D book (like "OpenGL Game Programming") you are perfectly on top..
Søren Dreijer
I''m having a crack at it.
I don''t know what other people think, but I''d rather give an ''theory'' type of tutorial, with none, or very little actual code, and no examples. I''d rather people learnt the technique, but did it themselves, you can''t learn stuff by being given the answer straight out.
I don''t know what other people think, but I''d rather give an ''theory'' type of tutorial, with none, or very little actual code, and no examples. I''d rather people learnt the technique, but did it themselves, you can''t learn stuff by being given the answer straight out.
quote:
Original post by RipTorn
I''m having a crack at it.
I don''t know what other people think, but I''d rather give an ''theory'' type of tutorial, with none, or very little actual code, and no examples. I''d rather people learnt the technique, but did it themselves, you can''t learn stuff by being given the answer straight out.
I agree RipTorn, but there is a fine line. IMO the Nehe tutorial is too general and covers it all to briefly if you''ve little experience with vector maths, etc. Thats why I went to the gametutorials site, but all that code is useless if you dont understand why it works. Therefore I looked at about a dozen other sites to fill in the blank bits that I found hard to understand. This site was also very helpful in filling in the maths bits that I am sadly lacking - http://www.cfxweb.net/~cfxamir/dp3.html
Here is a page I found helpful: It also mentions the projecting the triangle/ray onto plane and the algorithm of Moller-Trumbore (which I used in another project but can't really visualize) but I think this is the best-explained, fast algorithm I've come across.
[edited by - Chromebender on May 21, 2002 1:10:17 PM]
[edited by - Chromebender on May 21, 2002 1:12:34 PM]
[edited by - Chromebender on May 21, 2002 1:10:17 PM]
[edited by - Chromebender on May 21, 2002 1:12:34 PM]
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