Re: Broad-phase collision detection for dynamic objects
Jon Watte <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Stuart Golodetz wrote: > > before.) Basically I started out thinking about a hierarchical grid-type > scheme (the sort you'd find in e.g. Christer Ericson's Real-Time > Collision Detection book) but my understanding was that as written it > works by looking only at the objects' positions at the point of > collision detection, and doesn't take account of their movements over > You could put bounding volumes of the moving objects into the grid (or loose octree, or sweep-and-prune). That would identify possible overlapping pairs. It still would be sufficiently tight, unless you have multiple objects moving diagonally really fast. Also, I believe the Bullet library uses continuous (swept) collision detection, so you can find a bunch of code there to read up on. Sincerely, jw -- Revenge is the most pointless and damaging of human desires. ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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