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Lucky's Collision Detection.. Soop (2 replies, 0 views) (2000-Jun-25)
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Hey I just used lucky's tutorial on 2d collision detection for my 3d game. I used the circle to detect collisions on each model in the scene on the x,y axis then on the z axis. This works great, but there are obvious disadvantages of using spherical collision detection since not every model is sphere shaped. My idea is to do the same thing with bounding boxes. Just getting the base rect and side rect from a bounding box and passing this to intersectrect in the same manner as above. (check x,y then z) However I do not understand the d3drmbox (I'm using RM.. kill me) object. It only supplies the max.x,y,z and min.x,y,z properties. I assume these are the corners of the box. Does anyone know which corners these are ? I checked up on the retained mode site but alas, it was not very helpful. The only other way would be to write some code to generate a proper bounding box. That seems kinda like a waste of time when the d3drmbox is there :) Thanks in advance to anyone who can help Soop : aka rmboy hehe


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Bounding boxes The Gilb (0 replies) (2000-Jun-25)
RE: Lucky's Collision Detection.. Adam Hoult (0 replies) (2000-Jun-25)

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