RE: [Algorithms] 3rd person adventures - The saga continues!
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From: Jeremiah Z. <jer...@vo...> - 2005-11-03 15:32:56
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Swept capsule vs. triangle is pretty tricky and I haven't seen it documented anywhere. I implemented it by breaking down the problem into smaller problems (line segment vs plane, sphere vs plane, circle vs line segment, sphere vs line segment, sphere vs point). I'm not sure how to do a swept capsule that accounts for rotation other than relying on detecting the collision due to penetration. I'm wondering how many games actually use a swept capsule instead of a series of spheres... > > Usually, this (character collision i mean) is done by doing a swept (in > time, not space) capsule vs triangles test - but this is difficult to get > right; there are a lot of cases to deal with. Especially if your capsule > is rotating. > ... > Cheers, Paul. |