I think you should look at what you want first. Do you want simple collision
detection, or better intergration of collision detection and response.

I personally prefer and for the things I would like to do with it, using the
pick tool, there are some things missing from its use, but there is diffrent
ways and other custom things you can do. Doing collision detection through
behavior posts is not the best way to do it, at least from what I have seen,
there are many issues, such as velocity mass previous location of the
colliding objects. The way it is currently done in behaviors can cause
intersections. With doing it all in a single behavior (probably a behavior
that does WakeOnFrame) you can do it your own way, you can test to see if you
move an object to a certain location if its path will collide with another
object, so you can stop the object from colliding. Ive done very simple
collision detection and response this way, using the PickTool with a PickRay,
that is that the entire object will miss another object if it does not
collide with a single point (of the ray), and there is no sliding because
that can cause more calculations, so when it bumps against a surface it
stops, so for this case you have to treat gravity diffrently then movements
for character movement. For better collision for games, a bounding collision
against polygons that returns distance would probably be better, or a custom
collision detection system, my current project uses custom because collisions
can be dealt with in a very simple way (very little things to collide with).

Leyland Needham

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