Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Nathan Miller" Newsgroups: scee.yaroze.freetalk.english Subject: Collision Detection Shortcut Update Date: Mon, 16 Feb 1998 13:18:08 -0800 Organization: SCEA News Server Lines: 35 Message-ID: <6caa8e$5bj12@scea> NNTP-Posting-Host: usr-x2-hub1.ppp-9.bak.igalaxy.net X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Well, after a few responses I felt that I had been talking out of my *%&@ and needed to apologise to everyone for my last post on collision detection. I was thinking up an algorithm to detect collision and was oblivious to what spherical collision detection is! Although I agree in the speed aspect of the sphere method, I am a little concerned about the accuracy. I have two examples: 1) 3D Action (Mario 64) Game- If using spherical detection when the character jumps onto a platform wouldn't the detection be true before he/she ever reached the actual platform? And if you use spherical detection only as a preliminary step, all other variables for any other form of detection must be tracked, so wouldn't it be easier to use a more accurate fom of detection even if it takes a little more computing power? 2) 3D Fighting (Virtual Fighter) Game- If your character is composed of separate parts being animated by a skeleton system the spherical system works fine. If you have a solid mesh and you deform it in real time then the system fails. you can place spheres all over the model, but their location has to be tracked through translation (although the rotation doesn't need to be tracked) so again isn't it easier to use a different system? I am trying to understand all of this because obviously it is not my stronger point. If I am not making any sense then I would appreciate an explination of which one I should use. I am currently working on a game engine that I will post when it is done, so I would like to use the best system possible to please anyone who uses my libs. Thanks for the help, Nathan Miller Ryu-Ki Software nmiller@igalaxy.net