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12-27-2001, 08:55 AM
Does someone know how I can do collision detection without loading too much the microprocessor with too many calculation?
I have a map made on a bidimensional array with Triangles...thanx

Leyder Dylan
12-27-2001, 10:36 AM
Hi,

In our 3D engine "Slug 3D", we use :

- A vector for the player position

If the vector is inside the wall (ex. polygone), it's collision and if not, it's not collision.

MrShoe
12-27-2001, 09:17 PM
I do my collision detection like this:
firstly, check whether the players current position and the position the player will be at after the movement are on different sides of a polygod/plane. If so, then find the intersection point between the player movement ray/vector and then determine if the point of intersection is inside the poly gon, if it is, then collision has occured. A good tutorial can be found at www.flipcode.com (http://www.flipcode.com)
its in the development tutorials section heading i think is Basic Collision Detection. Good Luck