I would agree with Xiaohui Bie, this si something that needs great
improvement with CS, so much so that my team got frustrated with CS and we
will probably migrate to a new engine.  Definitely needs a full
implementation of Bullet or a newer physics library to handle dynamic
collision detection, that is what most games need nowadays and makes
development a lot easier if this was integrated right.

Brad Nelson

Play-Em

> Biography
>
>
> My name is Xiaohui Bie. I am a second year graduate student of Institute
> of Software, Chinese Academy of Sciences (ISCAS). My major is Computer
> Graphics and my research focuses on physics-based simulation. I have been
> researching on collision detection for nearly two years and obtain a
> strong understanding in this area. I am familiar with many good physics
> libraries such as opcode, bullet and solid. My experience in C/C++ is
> almost 5 years and I¡¯m proficiency in OpenGL coding.
> I have led some projects, such as Manufacturing production management
> software MRP, Project Management software MRP. I hope this chance can lead
> me to Crystal Space world and I¡¯m eager to contribute.
>
>
>
> Project/ideas
> Crystal Space uses two different systems to cope with collision and
> dynamics respectively, which may bring developers especially the recruits
> some unconvenience , I was once a recruit, so I especially know how
> necessary an unified collision and dynamics system is. I think some modern
> physics libraries are worthy of study, such as bullet, which allows us to
> do only collisions detection without the dynamics. To unify the two into
> one set, we can build two interface like the bullet, one is collisionworld
> and the other is dynamicsworld. Dynamicsworld inherits from
> collisionworld. The collisionWorld is the interface for the collision
> detection., while the dynamicsworld is the interface for several dynamics
> implementation. If we only need collision detection, just like the bullet
> collisionintefacedemo does, use the collisionworld is enough. Because
> collisionworld is above dynamicsworld, if you want to build a dynamic
> world, collisonworld is also needed to be include.
> Further more, because I have been studied in this area for a long time, I
> like to share my experiences with others, so I would like to introduce
> something new to the collision detection of Crystal Space, such as the
> collision detection of deformed objects, although it may be involved in
> some libraries, for the self-collision, they are also blank there. But
> self-collision occurs very frequently in our animation scenes, such as
> cloth simulation, which inevitably involves self-collisions. In fact,
> there are great progress in this area recently, such as¡¾Volino et al
> 06¡¿,¡¾Sud et al 06¡¿,¡¾Govindaraju et al 05¡¿. Any one of them can attain
> a good result. Since the BVHs refit algorithm for deformed objects is very
> mature and fast, so all we need to do is the  introduction of Chromatic
> Decomposition method in¡¾Govindaraju et al 05¡¿ or Discrete Voronoi
> Diagrams method in ¡¾Sud et al 06¡¿.
>
>
> References
> ¡¾1¡¿N. Govindaraju, D. Knott, N. Jain, I. Kabul, R. Tamstorf, R. Gayle,M.
> Lin, and D. Manocha, ¡°Interactive collision detection between deformable
> models using chromatic decomposition,¡± ACM Trans.Graph. (SIGGRAPH Proc.),
> vol. 24, no. 3, pp. 991¨C999, 2005.
>
> ¡¾2¡¿A. Sud, N. Govindaraju, R. Gayle, I. Kabul, and D. Manocha, ¡°Fast
> proximity computation among deformable models using discrete Voronoi
> diagrams,¡± ACM Trans. Graph. (SIGGRAPH Proc.), vol. 25,no. 3, pp.
> 1144¨C1153, 2006.
> ¡¾3¡¿P. Volino and N. Magnenat-Thalmann, ¡°Resolving surface collisions
> through intersection contour minimization,¡± ACM Trans.Graph. (SIGGRAPH
> Proc.), vol. 25, no. 3, pp. 1154¨C1159, 2006.
> ¡¾4¡¿physics simulation forum  http://www.bulletphysics.com
>
> 2009-03-27
>
>
>
> YOURS SINCERELY,
>
> Xiaohui Bie
> CG Group, State Key Laboratory of Computer Science,
> Institute of Software,Chinese Academy of Sciences(ISCAS)
> Tel: (+86)15901521335
> Email: [email protected]
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