Polygon to Polygon collision and physics
Blitz3D Forums/Blitz3D Userlibs/Polygon to Polygon collision and physics
| ||
I'm a beginner with Tokamak and I'm wondering how to use Tokamak along with Blitz3D to detect polygon to polygon collisions. Thanks! |
| ||
. |
| ||
Anyone? |
| ||
Tokamak doesn't do polygon to polygon detection. The nearest thing in tokamak is primitive or convex hull against a static polygon soup(static mesh) In this case you'll have to go for coldet or opcode which are specific libraries for this kind of collisions, however I can't remember if any of these got wrapped for Blitz3D. You also have Nuclear Glory, if it's still around. |
| ||
What sort of collisions are you trying to do in Tokamak that require poly->poly collision? You normally use fairly simple convex objects colliding with either other convex objects or a static collision mesh. Can you be more specific about what the problems are? |
| ||
I'm making a fantasy game where the player and the enemies have swords and fight each other. I need to detect collisions between the four combinations of collisions that can occour: good sword to bad sword, good sword to bad guy, bad sword to good guy, and bad guy to good guy. |
| ||
You should be able to do that without poly-to-poly collision. If you wrap a box primitive around the swords, you could just check if those invisible box primitives intersect to check if they hit each other. Tokamak should be able to handle that. |
| ||
Sounds like a slightly odd use of Tokamak to me - do the swords need full physics? Tokamak is better suited to physics systems such as ten-pn bowling, where you create a load of pin entities, a ball entity, then start the ball flying and let the physics system handle all the collisions, reactions, bouncing etc... I can't see how you could apply this sort of system to sword fighting. |
| ||
Sorry, I didn't know about putting boxes around entities to detect collisions ( I am a beginner you know)! Thanks for the help! |