Re: Kinematic Collision
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <OFA3A71D8B.10704DD7-ON8825762B.00586E74-8825762B.005911BD@playstation.sony.com> |
Pierre Terdiman wrote: > >The problem we've found with a single ray is unwelded geometry or cracks > >in geometry - the ray can fit between them and not register a hit > > ...and I seem to remember a presentation from Christer about this > problem, listing "using fat rays" as one way to solve the problem. > But then again, what is a fat raycast if not a sweep test? :) You don't need fat tests to solve the robustness problem. You can do robust (standard) rays just fine as long as you do the testing properly and adhere to some rules. Proper testing involves sharing all computations that can be shared between neighboring primitives. Adhering to some rules involves not letting your test point go into the surface of the polygons and making sure the geometry is well-formed (welded, properly convex, etc). 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