I gues so... I would have to define 2 vertices on the model (one on each
side) for every sphere, and place the boundingsphere between them. It is
indeed not very smart to do triangle-triangle tests if both models have a
few thousand triangles...

I think I know how to do this. Thanks :-D
Maarten


On 2/20/06, Joseph J. Strout <[EMAIL PROTECTED]> wrote:
>
> 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]
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