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] > _______________________________________________ > 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> > _______________________________________________ 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>
