Box to Box Collisions?
Blitz3D Forums/Blitz3D Programming/Box to Box Collisions?
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There are a hundred things I could use these for. And now there are several ways I can get them. I could use Tokamak, but I'm not keen. It's more than I need, and I don't really like Physics Packs. They always have a certain "feel" to them. They're like ready meals. All the ingredients are there but it just don't have that feel you like. I could use ColDet. Don't know much about it yet, but I've downloaded the wrapper EliasT kindly wrote and I'm gonna have a look. Or I could use MeshesIntersect(). I'm pretty sure it's fast on low poly meshes like cuboids, right? Or maybe there's another way. Speed is good, I like speed, but I'm also concerned about the amount of feedback I get ( collision points, normals, etc ) So any thoughts, considerations and recommendations would be appreciated. |
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MeshesIntersect() on invisible boxes is very fast. You must do a quick EntityDistance() check first though for maximum speed, because there's no point doing the accurate box check if you're a million miles away :-) |
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i do it that way to and speed is great as boxes are only a few triangles and if your checking a distance and maybe if one box is moving too(which is alsi kinda what distance is doing). |
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Yeah, I have used MeshesIntersect in the past and although I didn't use boxes, I did use low poly proxy meshes and didn't run into any speed problems. Back in those early days of my coding experience, I didn't even use any distance checks. But you don't get any feedback from MeshesIntersect() do you? For instance, you don't get the point of collision between two objects, right? |
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No, you don't get a position or normal for it. You can use the entity positions and sizes to get an approximate direction to do the collision response, however. |
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Whats a good algorythym to make the hit entity translate(move) in the right direction when it is hit? (like snooker physics but in 3D) I also dont know how to calculate the speed |