RE: [Algorithms] Collisions of moving objects
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From: Akbar A. <sye...@ea...> - 2000-11-14 19:32:21
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>the current state of the collisions you need to >calculate the time at which the two bodies will collide ;) but we do have a bunch of cpu power now, and if you get lazy i don't think you'll run into to big of a problem. and if you have a few objects in your scene even better :) and most games don't even come close to 'pushing the cpu'. maybe if games come out this christmas use the shaders. vshaders are uber streamlined in software :) but pc games have always lacked good animation... >I was just reading up on this the other day *goutshallk's thesis was pretty good to. like the intro stuff gave you good info about the 'general crap that comes up' iirc ;) and imho, dave's book is more of a school text book... *probably spelled this wrong. my favorite folder is wiped so search it under gjk on the net it will pop up.. laterz, akbar A. ;vertexabuse.cjb.net -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Doug Chism Sent: Tuesday, November 14, 2000 10:51 AM To: gda...@li... Subject: Re: [Algorithms] Collisions of moving objects Instead of calculating the current state of the collisions you need to calculate the time at which the two bodies will collide, and perform this calculation anytime one of the objects path changes ( i.e. if the target stops and changes direction you need to recalculate the time again ). Unfortunately this is a more time consuming calculation and its more complicated, but there are resources on the web and in text. I was just reading up on this the other day in "3D Game Engine Design" by David Eberly, which has a good writeup on this subject. Doug Chism ----- Original Message ----- From: "Lionel Fumery" <li...@mi...> To: "Algorithms" <gda...@li...> Sent: Tuesday, November 14, 2000 11:36 AM Subject: [Algorithms] Collisions of moving objects > Hello again, > > - if you have 2 objects A and B, (say A is a bullet, and B is a wall), > - if the bullet is so fast that there is no intersection between A & B at > the time t0 nor at the t1 time (t1 = t0 + DeltaTime) even if the bullet has > crossed the wall between t0 and t1, > > How do you do to check the collision in this case ? All my current code can > only handle intersection of objects at the t0 time. > > Could you give me an idea about how the physical engines handle this ? (in > the current/future games, or in physical package like MathEngine) > > Thank you in advance, > Lionel. > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |