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Re: Help with 3D collision detection

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Help with 3D collision detection
From: Frank Condello <developer at chaoticbox dot com>
Date: Wed, 9 Aug 2006 00:37:30 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <F57CD527-8402-4628-8C79-00B7B7890273 at miensoftware dot com>
On 9-Aug-06, at 12:01 AM, Lo Saeteurn wrote:

I couldn't find any information on how to do 3D collision detection with google. I hope someone here can figure out how to do a cylinder (or sphere, if easier) collision detection with a triangle mesh.

This PDF is one of the clearer examples I've come across: <http:// www.peroxide.dk/papers/collision/collision.pdf>. Stair climbing is basically automatic when using this technique, and ellipses are flexible volumes - nearly as good as cylinders, but use way cheaper math.

I had some success implementing an older non-swept sphere version of this in RB (even released a precompiled test/demo here on the list) but the code was kinda experimental/brutal so I kinda just let it die, hoping in time to redo things properly with swept collision - no time for that yet unfortunately!

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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