Re: [Algorithms] Kinematic Collision
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From: David B. <db...@fa...> - 2009-09-02 14:55:43
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Hi, About the inner/outer hull method, I think this is definitely the way to go. Plus using recursion to handle sliding etc. (multiple checks to handle gravity(sweep down), stepping(a sweep at a higher offset), climbing, crouching etc). I found that the most important thing to make this work is a very robust sweep test(including hit normal etc). The sweep should also handle initial intersection (no matter what you do 8h1t Happens(tm)) giving a sensible depenetration vector and a distance to move to depenetrate the objects. Pair wise seems good enough, although it would probably be possible to make this recursive as well. Since I added initial penetration handling my controller has not had any problems, including moving lifts/platforms. About using the PhysX stuff, I would say the CCD is OK for demo/basic use but is probably not modular enough to do something more sophisticated (eg Tomb Raider style) it doesnt have the concept of states/transitions plus it seems too tied to the underlying geometric database. I also decided not to use the PhysX sweeps in my hobby project for a couple of reasons, ie I didn't want to call into native code for every shape query(this is XNA). Plus I think that handling of initial intersection is "undefined". Not sure if this is still the case? (Any idea Pierre?) David On Wed, 02 Sep 2009 14:45 +0200, "Johan Gustafsson" <spi...@gm...> wrote: > 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. > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 > 30-Day > trial. Simplify your report design, integration and deployment - and > focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- http://www.fastmail.fm - A fast, anti-spam email service. |