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mesh based collisions

Last post 4/17/2007 7:44 PM by DivideByZero. 2 replies.
  • 4/17/2007 6:50 PM

    mesh based collisions

    Hello,

    I've been searching for ways to detect collisions and all I've found in the help files is the BoundingBox stuff. Boxes won't do!

    How can I detect collisions for complex structures, such as game levels/landscapes?

    Is there a "world" where all of my 3D objects already exist, so that I can scan it, instead of referencing each model with a variable or having to store it in a list?

    Can I raycast models on a face to face basis, as opposed to just their bounding box/sphere/frustrum?

    What is a bounding frustrum? (Wikipedia didn't help, and "help" hindered)

    Better still, can I do real collisions?

    I'm used to being able to choose from bounding sheres, convex hulls, or meshes.

    Cheers,

    James

    P.S: Is anybody out there thinking of writing an "XNA Dictionary"? (XNA screams for a dictionary)

     

     

  • 4/17/2007 7:07 PM In reply to

    Re: mesh based collisions

    About the collision I had the same problem, and I ended up doing it my self. To do that you have do use a different content importer that tags the mesh vertex buffer. Because right now you don´t have access to it (with the upcoming update that will change), but any way, look in google tagged mesh verts, or something like that.

    The frustrum is like a pyramid, and usually it represents the volume that the view occupies on space.

  • 4/17/2007 7:44 PM In reply to

    Re: mesh based collisions

    It's generally slow to just iterate through all models and then all faces to test intersection. You might want to consider creating a data structure for collision testing, maybe even in the content pipeline. I think there are examples for octree, quadtree and bsp on codeplex and lots of books on collision testing.

    I find geometrictools.com to be a good resource of common game engine code.

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