Re: Kinematic Collision

[email protected]
Newsgroups gmane.games.devel.algorithms
Message-ID <OFD050B9CF.EAF5DF66-ON88257627.00632473-88257627.006380DF@playstation.sony.com>
Pierre Terdiman wrote:
> Unless something really changed in the 2 years I spent
> outside of the physics world, computing a good
> depenetration vector was not so easy. [...] In any
> case *not* running any of those algorithms was certainly
> faster than doing so, in the context of a character
> controller. So that's what we did.

I think a lot of people are overthinking character collision
detection and think you need volumetric representation
with sweep tests, etc.

When in actuality you can often get away with a few line
segment probes to detect collision with the world and use
a simple capsule test (or similar) to avoid character-
character interpenetration.

Keep it simple.

Christer Ericson, Director of Tools and Technology
Sony Computer Entertainment, Santa Monica


------------------------------------------------------------------------------
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.