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