Path: chuka.playstation.co.uk!scea!NewsWatcher!user From: developer@woodentulip.com (Sean Kennedy) Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: Bounding box 3d collision detection / (delurk!) Date: Tue, 09 Mar 1999 22:18:44 -0500 Organization: Wooden Tulip Ltd. Lines: 34 Message-ID: References: <7bc8t3$abn7@chuka.playstation.co.uk> <01be67ab$4e1c5220$0a3ddec2@sonia> NNTP-Posting-Host: pro1-161.barrie.connex.net Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:353 scee.yaroze.programming.3d_graphics:1257 wrote: > Take a look at the net yaroze programming tutorial in the gane demos > section on this site. Chapter four deals with bounding boxes for 2D games > but you could modify the example code - adding a z axis check - to make it > work for your 3d games. > It also deals with bounding sphere detection which works equally well for > 2D and 3D. > > 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. Yep, Works OK but there is Increment / Decrement jitter. Use wall detection by cheating. Use the Ordering table and the resulting Z-Sort perspective of the camera, to find the "Closest" to walls, then just do the good old slide. Remember Q-bert? Or a retro reflective Surface? the closest walls are the ones closest to the walls you cannot see --> the object you are putting into place. Since your camera is already doing the Z-Sort, you just want to monitor that. :) Then it is a vertice check to make sure you do not lose your 3-d object IN the completed Tetris tiles. 2-3 walls and a vertice check. Faster than a 4 point vertice check and an overlap jitter increment decrement. Sorry no source. It's a bit hairy with 2 matrices and the vertice in "Freemove" areas. But think about it. Then try it. -sean