<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Game Algorithms</title><link>http://forums.xna.com/forums/45.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/198255.aspx</link><pubDate>Fri, 10 Jul 2009 12:39:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:198255</guid><dc:creator>HRuivo</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/198255.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=198255</wfw:commentRss><description>Thanks for the book reference I will take a look at it, cus I really want to make my own collision system.&lt;br /&gt;
I already used JibLibX to make it, but its a bit buggy, maybe with some enfort I could make it &amp;quot;perfect&amp;quot; but the &amp;#39;old&amp;#39; way is far better.&lt;br /&gt;
&lt;br /&gt;
Thanks for the help.&lt;br /&gt;
&lt;br /&gt;
HRuivo.&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/198173.aspx</link><pubDate>Fri, 10 Jul 2009 04:32:04 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:198173</guid><dc:creator>jwatte</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/198173.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=198173</wfw:commentRss><description>I&amp;#39;ll think you need to learn 3D linear algebra maths before you can actually develop a collision/simulation system.&lt;br /&gt;
&lt;a href="http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584502770"&gt;This book is pretty good&lt;/a&gt;. It assumes you know regular multiplication, division and equation solving, though.&lt;br /&gt;
If you don&amp;#39;t want to do it yourself, look into something ready-made, like JibLibX.&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/198085.aspx</link><pubDate>Thu, 09 Jul 2009 22:05:11 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:198085</guid><dc:creator>HRuivo</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/198085.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=198085</wfw:commentRss><description>Finally I get some time to post here...&lt;br /&gt;
&lt;br /&gt;
I just use a ray to see where I intersect with the bounding box. But really wanted to know how to express a plane using the model&amp;#39;s vertices.&lt;br /&gt;
About the math you posted, what do you mean by Correction? the desired camera position? And what about D?&lt;br /&gt;</description></item><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/197272.aspx</link><pubDate>Tue, 07 Jul 2009 16:42:49 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:197272</guid><dc:creator>jwatte</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/197272.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=197272</wfw:commentRss><description>How is the wall expressed? Is it expressed as a plane, or as something else? If something else, do you know how to turn that into a plane equation?&lt;br /&gt;
Once you have the plane equation, what about the math in my post do you find unclear or hard to turn into code?&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/197217.aspx</link><pubDate>Tue, 07 Jul 2009 12:42:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:197217</guid><dc:creator>HRuivo</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/197217.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=197217</wfw:commentRss><description>Thank you for the reply jwatte.&lt;br /&gt;
&lt;br /&gt;
But I&amp;#39;m not understanding it very well, can you explain yourself better?&lt;br /&gt;
&lt;br /&gt;
By the way can&amp;#39;t I use the distance I got from the triangle&amp;#39;s edges to determine the red coord?&lt;br /&gt;
&lt;br /&gt;
HRuivo.&lt;br /&gt;</description></item><item><title>Re: Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/196173.aspx</link><pubDate>Fri, 03 Jul 2009 22:28:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:196173</guid><dc:creator>jwatte</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/196173.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=196173</wfw:commentRss><description>1) calculate the distance traveled along the wall normal.&lt;br /&gt;
2) if the distance traveled is longer than the distance to the wall, add the wall normal times the excess to push the point out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Correction = PenetrationDepth * WallNormal&lt;br /&gt;
&lt;br /&gt;
If we assume that the wall is defined by &amp;quot;Point dot WallNormal plus D equals 0&amp;quot; then you find penetration as:&lt;br /&gt;
&lt;br /&gt;
PenetrationDepth = NewPoint dot WallNormal - D&lt;br /&gt;
&lt;br /&gt;
Note that OldPoint isn&amp;#39;t needed at all; the point you want to find can be found simply using NewPoint.&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Help on Camera/Player Collision Detection and Sliding</title><link>http://forums.xna.com/forums/thread/196155.aspx</link><pubDate>Fri, 03 Jul 2009 21:13:43 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:196155</guid><dc:creator>HRuivo</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/196155.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=196155</wfw:commentRss><description>Hi all,&lt;br /&gt;
&lt;br /&gt;
I have begun for about near 2 weeks searching and working on a camera or player collision detection and sliding with world&amp;#39;s walls, and I&amp;#39;m stuck on the sliding logic.&lt;br /&gt;
&lt;br /&gt;
What I have:&lt;br /&gt;
all the blue points.&lt;br /&gt;
all the green lines.&lt;br /&gt;
&lt;br /&gt;
What I need:&lt;br /&gt;
the red point.&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://img213.imageshack.us/img213/4518/col01e.png" border="0" /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What I think I have to do is to increment the coord of the intersection point with the size of the line intersection point to red dot, but I don&amp;#39;t know how to do that.&lt;br /&gt;
I&amp;#39;m hoping if you could help me with this math prob, after this I just have to add gravity which is easy.&lt;br /&gt;
&lt;br /&gt;
HRuivo.&lt;br /&gt;</description></item></channel></rss>