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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 00:42:32 -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> <FE1B44E8-0A30-43BD-8A88-CA79F03E6467 at fireyesoftware dot com>
On 9-Aug-06, at 12:21 AM, Asher Dunn wrote:

On Aug 9, 2006, at 12:01 AM, Lo Saeteurn wrote:

Does anyone know of a good algorithm to handle collision? I need the objects to be able to slide along walls, walk up or down stairs, and can move at great speeds without going through walls.

It sounds like you could benefit from using a navigation mesh. Navmeshes simplify the problem of 3D movement into 2D terms, making the math and intersection tests much much easier. Google "navmesh" or "navigation mesh" for more info, or look at the Renegades source (I'm not sure how Joe implemented it, but I'm pretty sure Renegades used navmeshes).

I think Lo's using a heavily modified Renegades engine already. Navmeshes are fast to calculate and great for limited movement but kinda fall apart when you want robust jumping, overhangs, stairs, and similar things.

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


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