[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