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.


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