Erik Hofman wrote: > Frederic Bouvier wrote: > > marco gugel wrote: > > > > > >>Hi, > >>sorry for my so late answer, but I can't connect to Internet every day! > >>My post has developed a very big discussion. Thanks to all!! > >> > >>I'm going to see the hitlist.cxx file in the hitlist directory to learn > >>more about the actual situation. Anyway, to realize my truck driving > > > > simulator > > > >>I need a collision detection able to detect collision with the aircraft > >>on runways, with the buildings, with the terrain. I know that is not so > >>easy!! I have no experience in 3d programming now, the driving simulator > >>is an idea for my thesis at the university, but I have only few months > > > > (<=6) > > > >>to spend about. With the previous post I have tried to understand if the > >>collision det implementation was a reasonable effort for me, in other > > > > words > > > >>if it was possible in this period of time! > >>But, as I can see, it seems to be very hard!! > > > > > > For a complete collision detection, I would implement something in PLIB. > > Plib is maintaining a bounding sphere for every leaf and branch in the > > scenegraph tree, and it already uses bounding sphere intersection for > > its culling test. > > > > To see if 2 objects intersect, I would determine if the bounding sphere > > of their top branch intersect. If not, end of work. If they intersect, > > There might be one step in between here, which I have been thinking of a > bit. It would be easy to implement a bounding cylinder (2d collision > detection) and only if there is a hit go to the bounding sphere. > For me it looks like that approach would be much less costly as directly > determining a bounding sphere.
No need to recompute what plib's ssg is already doing, collision detection or not. Every node in a scenegraph has a bounding sphere before culling. -Fred _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel