Shawn Kendall wrote:
>
> > Yes, you and everyone else. For all intents and purposes, J3D's
> > collision detection system is useless.
>
> I have to disagree with this one.
> We use the PickUtils with great success.
> We just resently showed 3 different demos here, as of which used the
> PickUtil based collision.
Ah, but this demonstrates my point. Are you using WakeUpOnCollisionEntry
events for your terrain following? Using pick utils for your own custom
collision detection is not the same thing. Using PickUtils is very
different to using the behaviour system, which is supposed to be the way
to do collision systems.
> Is collision detection an easy problem? Usually no. Does Java3D make
> it harder or easier? I'd say easier.
Well, the first assumption by newcomers is that you use the classes
named WakeUpOnCollisionEntry for collision detection. Surprise,
surprise, we have to use something called picking to do collisions. Why
can't I use the class that has the word "collision" in it's name? Seems
very counter-intuitive. These programmers have to then understand how to
create all the extra objects and potentially a big pile of vector math
to get something useful (particularly n-body collisions. Terrain
following is relatively simple by comparison). When the API states a
capability it should just work rather than having to wander off to ask a
pile of questions and get sent off to some seemingly unrelated topic
area.
--
Justin Couch Author, Java Hacker
http://www.vlc.com.au/~justin/ Java 3D FAQ Maintainer
http://www.j3d.org/ J3D.org The Java 3D Community Site
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"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
- Greg Bear, Slant
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