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