Re: Kinematic Collision

Johan Gustafsson <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
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
[email protected]
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.