![]() That actually fits nicely with using collisions as a 'first pass' calculation in a complex environment. Next, when you're happy with it (in the sense it works with spheres), then start adding complex collision detection. ![]() But it will give you a good rough idea of how collision as a game element work. Get your environment working with sphere collisions. To up your odds of completing it, I'd suggest doing the work in stepsįirst, start with a "minimum viable collision system" - start with the spheres method. You've expressed interest in doing this yourself, which is great - but also potentially a complicated undertaking. Give each solid a bounding sphere, and if you have no overlapping spheres, then you know there's no chance of a collision, so it's not worth bothering with more expensive calculations. Abstract: This paper presents a fast global collision detection method for robotic machining of large complex components, aiming to quickly determine whether there is a collision between the robot and the surrounding environment during the whole machining process. You can still use spheres as a quick 'first pass' approach. And that I really don't understand it well enough to give a good answer. Which I'm guessing there are many resources for online. If you can't use spheres, you're going to have to start computing intersections between more complicated solids. Do you really need perfect collisions? Can you get by with a bit of fuzziness? Then modelling as spheres is great.Īh if only life were just billiards games. You might consider this a poor way to do it, but if you really don't care about "perfect" collisions, then it might be just fine. ![]() Then you just have to measure the distance between object centers, and if the distance between two objects is <= the radius of both, you know there's a collision. You might be drawing a really complicated spikey ball on the screen, but consider that treating it like a sphere might be just fine. By bounding volumes, I mean what shape you are wanting to consider for the collision calculations. The complexity of collision detection in 3D depends on the complexity of the bounding volume for solids. This is one of those "It depends." answers, be forewarned :)
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