If you are looking for a middle "way" of doing collision for your first person shooter, i.e.: being able to know more than just true/false collision detection but less than
a complex physic engine, I could just recommend OZCollide:

http://www.tsarevitch.org/ozcollide/

Could be fun to have it working under OSG :)

Igor.


[EMAIL PROTECTED] wrote:

        
I guess you are right,
I thought it might have been usefull to someone at least..
I think ODE is a little overhawled at the moment ( didn't find any FPS
example ).
It looks to me like PQP is more pertinent to OSG than ODE ( more handwork
needed than in Ogre for example).
Ok, that was all , thanks for replying.
I''ll wait for divine intervention :)
Gab-

I'm not sure this is the right mailing list for this question. Collision response is entirely to do with the physics library, not the scene graph. And it seems PQP is only a collision _detection_ library, not a collision response. For that you'll need something like Open Dynamics Engine (ODE).

John Donovan
Sony Computer Entertainment Europe
http://www.scee.com


[EMAIL PROTECTED] wrote on 03/08/2006 15:56:50:

Hello,
I am fiddleing with osg and collision libraries.
I managed to compile and run a little example using PQP collision
library.
Problem is I don't know how to manage collision response other that
output a
"collided!" message on console..
What I am looking for is a basic stop motion when colliding for first
person
shooter like.
Anyone helping ?
Here is the source and models ( ~60K ) zipped for the sample( PQP lib
and
includes are in for linux, windows needs pqp installed):
http://gabdab.altervista.org/osg/pqp-demo.zip

Thanks,
Gab

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