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CD: Sweep tests

Started by Rocket05 Jan 26, 2004 at 12:53 AM 0 replies 500+ views
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Rocket05
Rocket05
I''ve had a hard time figuring out how to handle object-object collisions effectivly and efficiently in my game... The problem comes in avoiding the quantum-phenomena like problem of two moving objects passing through each other in a single frame without being detected. It appears that there are only a few algorithms that can account for this, labeled as sweep tests. However the sweep-test algoritms I''ve found so far are very limited in terms of parameter geometry. So far i''ve only found sweep-test algorithms for sphere-sphere, and AABB-AABB. There''s got to be others out there? I''m hoping to find an OBB-OBB sweep test, and sweep tests to detected between all three of the above mentioned geometries (sphere,AABB, and OBB). Is there another way to detect object-object collision rather than sweep tests? Im still rather new to real-time object-object collision detection. Any help, insight, information, or links are greatly appreciated.
"I never let schooling interfere with my education" - Mark Twain
oliii
oliii
unfortunately, swept tests are not as easy as intersection detection.

Barnyard said he will publish his OBB-OBB test soon. You can also find a similar algorithm here

A modified separation axis algortihm would be the way to do it, for triangles, AABoxes, and OBoxes. For spheres, you''re better off using a standard algo. For cylinders, and other shapes (convex hulls, polytopes, ect...), I think the best would be to implement a modified GJK algorithm.

I''m still thinking on how a GJK algorithm (or any minkowki-based CD) could be modified to account for velocities.
Everything is better with Metal.

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