Path: chuka.playstation.co.uk!news From: "JohnT" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Collision detection Date: Fri, 13 Feb 1998 18:06:37 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <6c21q0$bej19@chuka.playstation.co.uk> References: <3391142B.19E1@hobdenj.demon.co.uk> <01bc6f81$94a88e30$be8fb5cc@furlough> NNTP-Posting-Host: 194.75.167.131 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Chris Furlough wrote in message <01bc6f81$94a88e30$be8fb5cc@furlough>... >> Does anybody out there know how to do collision detection within the >> geometry of a 3d model....much obliged for any advice. > >If you are familiar with the bounding box technique of detecting collisions >of 2D sprites, it is a relatively short leap up to "Bounding Sphere" for >3D. > >Otherwise, it works as follows (in theory). > >You find the maximum width of your object(s), and build a sphere around >them that is you maximum width in diameter. During the check, you just >check to see if they intersect on an object by object basis. (I. E. see if >any vertex of an object is inside your sphere. If so, you have collided!) > >Hope this helps.. Got no example code handy, but plenty of theory.. This is all very well if your 3D model fits in a sphere without too many 'gaps' between some edges of the model and the imaginary sphere. I would assume that for more complicated models you would need multiple spheres. I have not even started to look at 3D programming yet so this is also just theory!! Am I right? JohnT