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Re: Antwort: 3D collisions







I do remember a piece of advise that I read somewhere that when using a bounding
box to determine collisions, the box must be just big enough for the object to
fit in. This would reduce the effect wherein ,visually, two objects do not
collide but the bounding boxes intersect. Would it be wise to vary the size of
the bounding box while animating to really minimize the effect?

-Kit-




"Roman Keskenti" <Roman_Keskenti@ibb-ffm.de> on 11/26/99 06:16:36 PM

Please respond to gameprogrammer@gameprogrammer.com

To:   gameprogrammer@gameprogrammer.com
cc:    (bcc: Tristan Kit R. Berris/IT/BAYANTEL)

Subject:  Antwort: 3D collisions


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From: "Roman Keskenti" <Roman_Keskenti@ibb-ffm.de>
To: gameprogrammer@gameprogrammer.com
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Date: Fri, 26 Nov 1999 11:16:36 +0100
Subject: Antwort: 3D collisions
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All you need is something called a bounding-box to test the collisions.
The basic idea is that it is simpler to just check the instersection of two
boxes rather than chacking ervery single vertex.

So, what you'll have to do is compute a box (by checking the vertices for MAXIMA
and MINIMA ), so that the mesh will fit into it, have a look at a ALGEBRA book
to get a BOX-Intersection test formula and there you go ... :-)


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of any topic related to the art, science, and business of
programming games. This list is especially tolerant of beginners.
We were all beginners once

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