Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Collision detection Date: Tue, 31 Mar 1998 17:51:48 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 98 Message-ID: <6fr6mi$6ne31@chuka.playstation.co.uk> References: <6fqnjp$sqg1@emeka.playstation.co.uk> NNTP-Posting-Host: userl861.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Hi Lewis, Thanks for the reply. Couldn't find tmd.h & c in the car demo (couldn't download the car demo! Had to get it from SCEA). Found it elsewhere in other demos. Will probably have some Q's when perusing through them. >For N objects, and potentially (N.N-1)/2 pairs of objects, collision >detection >can be expensive; Sorry, I didn't understand that sentence. Perhaps I will understand it more when I delve into things a bit deeper. > >Other than that, I suggest looking at the variety of books and >websites .... Any suggestions on good (and relevant) books and sites ? I've been looking for the game programmers guru book or whatever they call it. I remember seeing a dusty copy in my local PC World, but some other sad gimp must have got there before me ! Cheers Steve > 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 > > > > >