[CsMain] Kinematic Collision Detection question
Jim Sager <[email protected]> Tue, 21 May 2013 22:44:55 -0700 (PDT)
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
Hello, I'm at one of those places where I'm theorizing my next game. I could either finish up CrystalFighter, or I could do an Xwing vs TieFighter style game with cheap graphics, but cool building up a squadron over time. I'm just theorizing here, and not committing to anything. So when I did collision detection with CrystalFighter, I had a mesh and did X collision detections where X = (distance travelled) / (size of Mesh). This is good for moving short distances, but a spaceship could move super fast. So what is the proper way to say check if a spaceship hit into asteroids or other ships? I was thinking you could turn the spaceship into a large mesh in the shape of its pathway, then check once for collisions. If there is a collision, determine where it happened, otherwise return false for the function. Is that the right way to do that? Or is there a better way to do collision detection for fast moving objects? I'm just theorizing what my next project could be. ,Jim ------------------------------------------------------------------------------ Try New Relic Now & We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, & servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe