Re: [Algorithms] Kinematic Collision
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From: Johan G. <spi...@gm...> - 2009-09-02 12:45:55
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Thanks for the feedback, very helpful. About the the inner hull sweeptest, this is kinda inverted to my bias, with my bias I did a sweep using a larger hull and then when finding collision i calculate the position to intersection and subtract the bias. To me they are both the same but I'll definitely give it a try. Using rigid bodies seems to me much more problematic and having to control the character using impulse/forces is the main reason I choose the first method. James Robertsson Wrote: /"Get rid of your bias. It sounds like a hack and, from what you say, isn't helping. My guess is you're seeing problems because of bugs in your code that actually calculates the collision times. (Ie the capsule/primitive intersection functions.)" / I'm actually using PhysX SDK for collision detection and working under the assumption that it should be very stable and problem free, but who knows. |