Re: Kinematic Collision
| 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