Re: [Algorithms] 3rd person adventures - The saga continues!
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From: Bill B. <wb...@gm...> - 2005-11-03 23:59:13
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Have you looked at Stephane Redon's work on continuous collision detection? I'm pretty sure he does swept capsules. He makes it tractable by assuming a particular form for the rotation between frames, namely an exponential map. So it's not using the "correct" rotation to represent the inter-frame motion, but that's not such a big deal because without actually running you= r simulator at finer timesteps you have no way of knowing what the correct motion is anyway. In the end it comes out to be solutions of fairly low-order polynomials. And I think he does some interval math / Sturm sequence type things to avoid actually having to find the roots. Anyway, his stuff is worth a look if you haven't seen it already. --bb On 11/4/05, Jeremiah Zanin <jer...@vo...> wrote: > > 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 capsul= e > > is rotating. > > ... > > Cheers, Paul. > > > |