Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.programming.3d_graphics Subject: Collision detection Date: 31 Mar 1998 13:29:45 +0100 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 45 Sender: news@chuka.playstation.co.uk Message-ID: <6fqnjp$sqg1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 31 Mar 1998 13:33:39 UT by camsg001.camb.scee.sony.co.uk (8.8.6/8.8.6) with SMTP id NAA24103 for ; Tue, 31 Mar 1998 13:33:24 +0100 (BST) From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk Generic / easily applicable 3d collision detection and handling: cube, sphere, cylinder. The first two are especially straightforward to detect collisions with; the only time-consuming part may be using tmd-access routines to find the dimensions of your TMD models (but see tmd.c, tmd.h in SCEE demo ). For N objects, and potentially (N.N-1)/2 pairs of objects, collision detection can be expensive; people usually use assumptions about game world to reduce the number of tests, eg having the world split into areas, etc. For your gaem it sounds like you can use 2d methods, if everything's on the plane, and you may be able to use grid-square partitioning of the plane, which should help. Other than that, I suggest looking at the variety of books and websites .... Lewis If anyone can help on collision detection (3D), I'd be very grateful. I have a XZ world and want to check collision with any object. The objects can be located anywhere in the world, and can be any size, and be at any rotation(constantly changing). Any help appreciated. Steve