Hi Harald (and others),

I am very much involved in physics engines for games and virtual reality, and 
as far as I know all physics engines come with optimized collision detection 
(optimization is a key feature because it is really greedy). I don't know 
exactely what you mean by "simulation" but if it is dynamical simulation you 
should have a look at http://www.ode.org/ which is the best free dynamical 
simulator I know - though it is far behind its commercial counterparts. It 
includes proper collision detection and polyarticulated rigid bodies dynamics.

Another point: in most well written applications, physics (for the simulation 
of your robot) and rendering are isolated layers. Different functions, 
different packages... That makes sense and is worth keeping for general 
understanding of the architecture.

Antoine.


> Hi Marco,
>
> On 11/16/06, Marco Jez wrote:
> > There is a good article on GameDev.net that explains how to do collision
> > detection between ellipsoids and polygons. I've used it to implement
> > viewer-world collision detection and it works fine:
> >
> > http://www.gamedev.net/reference/articles/article1026.asp
> >
> > The ray-polygon intersection test performed by osgUtil::IntersectVisitor is
> > not enough for this kind of collision detection (unless you can model the
> > collider as a point rather than as an ellipsoid).
>
> Heh heh, neat little trick with transforming a sphere to ellipsoid.
> All we need now is an EllipsoidIntersector ;-)
>
> > When the project I'm working on is finished I'll be able to release my CD
> > code as open source.
>
> Oooh what a tease. I very much look forward to that day.
>
> Any chance of it being a Christmas present?
>
> Or fat free alternative to an Easter egg ;-)
>
> Good luck with the project,
> Robert.
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