RE: [Algorithms] Collision detection patent
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From: Tom F. <to...@mu...> - 2000-08-15 19:18:05
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Well, the only non-trivial bits I can see (having glanced through it briefly) are: (1) Pick the right non-linear function for impluse response. (2) Subdivide time when a collision happens to model it at a finer res. I'm sure loads of people have done (1) (especially with car suspension systems and the like), and I personally coded (2) about five years ago, and I'm sure many others have too. Date of filing is 1998, and I suspect there will be plenty of prior art. My guess is there will be at least three instances within five miles of where I sit (Guildford - incestuous coding hothouse of the UK). Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Michael S. Harrison [mailto:mic...@ud...] > Sent: 15 August 2000 19:46 > To: gda...@li... > Subject: [Algorithms] Collision detection patent > > > I have no idea if this is going to start an off-topic patent > war, but I'm interested in the reaction here on the following > patent. http://www.patents.ibm.com/details?pn=US06067096__ > > I read about it in the latest Game Developer and did a bit of > reading through the patent claims since it appears that Mr. > Nagle is attempting to patent methods which have not only > been written about prior to his application (March, '98) but > actually implemented in our, and other people's engines, prior to '98. > > According to GDMag, he actually intends to go after game > companies which infringe his patent. > > Thoughts? > > > - Michael Harrison > High Plains Coder, > United Developers / Inertia, LLC > Work log @ http://lynx.inertiagames.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |