At 7:44 PM +0100 2/20/06, Maarten wrote:
Hi, I'm making a 3d game, and now I have to make a good collision detection system. If the models didn't animate it would be simple. Just create a number of Bounds3D's on the right location by storing the info in a file. But when the models *are* animating, it becomes a lot harder. What I had in mind is to check if it's within ... of each other, then check with a boundingbox first, and if that returns true, check further. But how do I do that checking further?
That depends on the nature of the model. It's possible to do triangle-triangle intersection tests, but very expensive, and most games don't need that level of detail. Can you approximate your model as a set of spheres, which you can animate along with the models themselves, and then do sphere-sphere tests (which are much faster)?
HTH, - Joe -- Joseph J. Strout [EMAIL PROTECTED] _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html>
