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Collision detection framework design

Started by dog4 1 reply 700+ views
Original Post
dog4
dog4
I am in the process of desinging a collision detection framework for games, but I am stuck with some issues. Should I include arbitrarily shaped objects? That is, should there be a way to extend the classes to do arbitrarily collisions, or should I just stick with spheres and planes? What would you like to see in a collision framework? The collision module is supposed to interact with an independant particle physics module for a complete simulation. Also, the collision module does only that, and collision response is left to yet another module, for the best versatility. What do you suggest? - D.G http://sourceforge.net/projects/ssframework/ Physics & Visualization Framework v0.0.4b as of 16.01.2003
"Don't panic"
johnb
johnb
At least support cuboids. The dynamics system I did supported a number of symmetric polyhedra + spheres. Without any guidance from me the vast majority of collidable objects in the game ended up using cuboids.

In the end it''s up to you. Try and do as much as you can within the limits of your technology, and depending on the needs of your game. E.g. a game set in our world will get away with mostly cuboids, as things in our world tend to be cubic (buildings, cars, furniture, boxes and containers,...) or far to complex for precise collision detection (living things, rocks, bikes, ...). A game set in a different world might have different needs.
John BlackburneProgrammer, The Pitbull Syndicate
Fusi0n
Fusi0n
ive been thinking about this too, and i think the way i will solve it is through the use of seperating planes first on orientated bounding boxes, and if that checks fails i will then go on to check the precomputed convex hulls of the objects. i dunno if this is of any use to you.

"We are what we repeatedly do. Excellence, then, is not an act, but a habit." - Aristotle
http://fusi.basscut.net"We are what we repeatedly do. Excellence, then, is not an act, but a habit." - Aristotle

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