Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Collision detection Date: Thu, 2 Apr 1998 21:02:18 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 167 Message-ID: <6g0qkh$6ne45@chuka.playstation.co.uk> References: <6fqnjp$sqg1@emeka.playstation.co.uk> <6fr6mi$6ne31@chuka.playstation.co.uk> <3522121E.5527A54E@immd9.informatik.uni-erlangen.de> NNTP-Posting-Host: userm899.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Thanks Christoph, Any ideas where I can access these without becoming a member of IEEE (I only got CSE's at school (suprising eh?:) ) ) Steve 'university of life' Dunn. Christoph Luerig wrote in message <3522121E.5527A54E@immd9.informatik.uni- erlangen.de>... >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 >