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Walls in 3D

Last post 07/11/2009 19:22 by UberGeekGames. 2 replies.
  • 07/11/2009 16:11

    Walls in 3D

    Hey,

    I have been searching all day to find a solution to this problem, but no succes so far.

    What is the best method for creating walls of a building in 3D with collision detection, and the appropriote physics behind it (meaning that if I throw a bal at the wall, it will be deflected in the correct manner, or it should be possible to slide alongs the wall)? 
    I used to do detection with a boundingbox around my wall, which works fine for detection, except I am unable to implement the correct physics. (cant find the normal for a face of the box)

    What is the standard approach for like creating a building with different levels, where you can walk around in?

    I have four books lying here, but none of them really explain a lot about physics implementation in games (collision detection with bounding spheres is about it they explain)

    Thanks
    Thijs 
  • 07/11/2009 17:37 In reply to

    Re: Walls in 3D

    Google for "rigid body dynamics."

    If you don't want to implement it yourself, try a library like JigLibX or Bepu Physics.
    Jon Watte, Direct3D MVP
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  • 07/11/2009 19:22 In reply to

    Re: Walls in 3D

    jwatte:
    Google Bing "rigid body dynamics."

    Fixed that for you. ;)

    Also try "collision response" and "sliding collisions". Some of these pages may be useful too.

    If you need a full physics engine, I can vouch for JigLibX; it seems to be the most stable and feature complete of any of the XNA physics engines out there, as long as you don't mind almost no documentation.
    "No programmer can pick up a TV remote without thinking what it would take to add a stun gun. [...] Their motto is 'if it ain't broke, it doesn't have enough features yet'" - Scott Adams, The Dilbert Principle

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