Path: chuka.playstation.co.uk!news From: "Alan Marshall" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: Bounding box 3d collision detection / (delurk!) Date: Thu, 4 Mar 1999 18:36:04 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Message-ID: <7bmjtq$9he31@chuka.playstation.co.uk> References: <7bc8t3$abn7@chuka.playstation.co.uk> <36DE4E27.46189FF3@znet.com> NNTP-Posting-Host: VIP-203-227.vip.uk.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:351 scee.yaroze.programming.3d_graphics:1242 Chears for posting a response, but one of my lecturers at Uni showed me that, and it was a lot more advanced than what I'm aiming for at the moment!# A bit too much physics involved, but I can see what I can get from hacking at it ;) Chears Al Kirk Bender wrote in message <36DE4E27.46189FF3@znet.com>... >Alan Marshall wrote: >> >> Hi, I'm writing a 3d Tetris style game and am looking for examples of 3d >> collision detection, especially bounding box since I *think* this is the >> method I should use. >> >> So far my searching through Yaroze pages hasn't helped too much, so any >> hints/ pushes in the right direction would be great cheers! > >game developer magazine has been running a series of >articles on collision detection the past few months, >source code is on their site at > >http://www.gdmag.com/code.htm > > >kirk > >--------------------------------------------------------- >Kirk Bender kbender@znet.com http://sj.znet.com/~kbender >http://www.scea.sony.com/net/yaroze/pages/kbender.html http://www.geocities.com/SunsetStrip/Palms/3657