Search found 12 matches
- Tue Sep 11, 2007 9:27 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: generic swept sphere collision detection algorithm.
- Replies: 4
- Views: 8454
Re: generic swept sphere collision detection algorithm.
I would thought it would be the natural extension to GJK for performing swept tests, I don't think it was anything new really. And I got my vector naming convention wrong :oops: I will try that in a test app to see if it works. I have an app already in place. And btw, the algo is wrong, The closest ...
- Fri Sep 07, 2007 9:41 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: MetaPhysics (2D PBD-based rigid bodies)
- Replies: 8
- Views: 12997
Re: MetaPhysics (2D PBD-based rigid bodies)
I have toyed around the idea, what always gets me is how big to make the basis :? Similarly, if you use a triangle - tetrahedron, how to define it's shape and size? This will obviously affect the moment of inertia perceived. I like the solution, but it has shortcomings and is a bit fuzzy round the e...
- Thu Sep 06, 2007 12:10 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: generic swept sphere collision detection algorithm.
- Replies: 4
- Views: 8454
generic swept sphere collision detection algorithm.
All that sphere collision talk got me thinking a little. I am thinking of an algorithm to collide spheres against over convex shapes, which is similar to the GJK algorythm, and is an iterative method. However it requires square roots to find the point of contact (due to the sphere's nature). It's us...
- Wed Sep 05, 2007 12:27 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: HELP! Continuous collision detection for simple objects
- Replies: 5
- Views: 6248
Re: HELP! Continuous collision detection for simple objects
code (untested) : // // solve vector equation : (P + V * t)^2 = r2 // equation in form : a*t^2 + b * t + c = 0 // a = (V . V) // b = (P . V) * 2 // c = (P . P) - r2 // returns first positive root. // // special cases : // ----------------- // if (c < 0), we have intersection -> returns 0 time. // if...
- Tue Sep 04, 2007 3:05 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: car racing simulation
- Replies: 2
- Views: 4240
Re: car racing simulation
but yeah, that doesn't really help you with the problem. sorry!
- Tue Sep 04, 2007 2:50 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: car racing simulation
- Replies: 2
- Views: 4240
Re: car racing simulation
car simulators is a hot topic, are really hard. Even to the level of trackmania. Trackmania is even harder since it's so extreme, they have to cheat (downforce, grip) to make the car controllable and the game enjoyable. Another good example would be Rollcage for achievable physics at very high speed...
- Tue Sep 04, 2007 1:24 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Separating Axis: Contact Point Generation
- Replies: 5
- Views: 11433
Re: Separating Axis: Contact Point Generation
no worries.
- Tue Sep 04, 2007 10:26 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: HELP! Continuous collision detection for simple objects
- Replies: 5
- Views: 6248
Re: HELP! Continuous collision detection for simple objects
If you have sphere triangle tests working, there should be a sphere segment implementation somewhere (unless they use the 'ellipsoid collision' which is broken in any case). ok then... Sphere - vertex : sphere [O, r, D] // O : centre, r : radius, D, displacement vertex [V] // V : vertex position doi...
- Tue Sep 04, 2007 8:51 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Separating Axis: Contact Point Generation
- Replies: 5
- Views: 11433
Re: Separating Axis: Contact Point Generation
Thanks for the response and the link. If this is Renault, thank you very much for the pollycolly demo, I have been using it as reference for my project. It's really cool that the physics community is so active in the forums. Yeah, the problem is, that demo is old and there is a better method. :) . ...
- Mon Sep 03, 2007 4:48 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: HELP! Continuous collision detection for simple objects
- Replies: 5
- Views: 6248
Re: HELP! Continuous collision detection for simple objects
If you need more details (implementation if you want), shout. I've got loads of code examples.
- Mon Sep 03, 2007 4:24 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: HELP! Continuous collision detection for simple objects
- Replies: 5
- Views: 6248
Re: HELP! Continuous collision detection for simple objects
Yeah. Sphere-Box. You need to find which faces are candidates for collision. This should be relatively straight forward with a bit of partitioning. There can only be a maximum of three faces (say, the sphere is facing a corner) Then you simply test the box against each potential faces (same as spher...
- Mon Sep 03, 2007 2:44 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Separating Axis: Contact Point Generation
- Replies: 5
- Views: 11433
Re: Separating Axis: Contact Point Generation
You can extract overlap information from the SAT. as you say, the calculations are not normalised, but you can work with squared distances really easy. Then you take the smallest overlap of all for your separation axis. As for finding the contact points, http://www.gamedev.net/community/forums/topic...