Many thanks. I'd like to eventually have non-constant speed projectiles, but I think nailing down the constant speed case will be a good first step.
Coincidentally, I've been glancing at that book's preview via google books, and have it ordered on Amazon. On Mar 17, 6:45 am, Michael Iv <[email protected]> wrote: > There is an issue with detecting collision on the bodies travailing very > fast.In a regular way it may occur that at the next collision test the > object (bullet ) is already past the collision point. For this CCD is the > solution .Ray is a simplest solution however. You cast it in the direction > of the bullet path.You get the hit ( the distance to the collision point) > .Assuming that the travel time is CONSTANT ray model works fine .Because in > this case you get the exact time of the hit and have an ability to predict > the impact.If the speed is changing or the impacted object is dynamic you > should better got CCD solution.It really depends on if you want to have a > physical behavior of the projectile becasue in this vase you should take > into account (acceleration,gravity ,drag forces etc) or just a simple bullet > constant speed model which would be pretty easy to simulate."Physics for > Game Programers" book is very nice resource to learn this stuff. > > > > > > > > > > On Thu, Mar 17, 2011 at 3:34 PM, Arkadianen <[email protected]> wrote: > > How CCD differs from collision iteration? > > Can we calculate collisions in GPU ? What other operations can be made > > in GPU? > > > On Mar 16, 10:05 pm, Michael Iv <[email protected]> wrote: > > > Usually in fps shooters ray is used to get hit position . Another method > > for bullets hit test is CCD ( continuous collision detection ) . It can be > > used with rays or on it's own . Google for the exact implementation . If I > > recall right Seb Lee had an example on his blog . Also check JigLib may be > > it has got built in CCD > > > > Sent from my iPhone > > > > On Mar 16, 2011, at 9:02 PM, pokey <[email protected]> wrote: > > > > > Hi there, > > > > > I'm new to Away3D, and trying to create an oh so simple little > > > > shooting gallery: it will have a plane with some cubes scattered on > > > > it, and you will use the mouse as a crosshair to fire projectiles at > > > > the cubes, from a vantage point hovering over the plane. > > > > > My hangup is getting the projectile firing, and testing whether it > > > > hits a target (the cubes, or the plane itself). I'll have some > > > > function defining the position of the projectiles as a function of > > > > time and where the crosshairs were aimed when they were released. At > > > > this point, I could just have iterate through every cube (and the > > > > plane) at each frame testing if one of the projectiles has collided > > > > with it. I'm wondering if anyone could suggest a simpler way to > > > > proceed utilizing some Away3D libraries? The getIntersect() method in > > > > Ray.as looks promising, though it's not completely clear to me what > > > > this does (nor can I find much documentation). > > > > > Cheers, > > > > P > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected]
