Re: Broad-phase collision detection for dynamic objects

Stuart Golodetz <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Jon Watte wrote:

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

That sounds a lot faster actually (and significantly easier to
implement). Will give it a try.

Cheers (and ta for the pointer to Bullet),

Stu

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