Path: chuka.playstation.co.uk!news From: Christoph Luerig Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Collision detection Date: Wed, 01 Apr 1998 12:08:30 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 124 Message-ID: <3522121E.5527A54E@immd9.informatik.uni-erlangen.de> References: <6fqnjp$sqg1@emeka.playstation.co.uk> <6fr6mi$6ne31@chuka.playstation.co.uk> NNTP-Posting-Host: faui90.informatik.uni-erlangen.de Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04C-SGI [en] (X11; I; IRIX 6.3 IP32) Hello! Here are some references, that might be helpful: Webb R., Gigante M.: "Using Dynamic Bounding Volume Hierarchies to Improve Efficiency of Rigid Body Simulations", Visual Computing, Springer, pp. 825-842, 1992 Pentland, A. P.: "Computational Complexity Versus Virtual Worlds", Computer Graphics, 24(2): 185-192, March 1990 Moore M., Wilhelms J.: "Collision Detection and Response from Computer Animation", Computer Graphics, 22(4): 289-298, August 1988 Personally I would start with the last reference.,as it intorduces to the problem comples of collision detection and reaction. The second reference discusses the complexity problem mentioned by Sony dev. support and the first one introduces to a advanced technique, where a hierarchy of bounding volumes is used. This approach may be interesting if you are using a very complex scene, where little preassumptions can be made. > 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 > > > > > > > > > > Christoph Luerig