Original Post
Hi all,
I''ll admit outright that I aint a physics inclined person. Physics and network programming are about the only two areas I try to hide from
But I was pondering game physics the other day... Was wondering about collision. So you have a bunch of vertices and planes that makes up a bunch of geometry that you calculate collisions and then responsese. great.
But, has anyone ever done ''4D'' collsion - that is, taking in the velocity (the fourth ''d'' being time?) of an object into account? such that, surely its possible to work out given suitable constant speeds its possible to work out in one foul swoop when/where an object collides?
Is this already done? Have I just "worked out" something thats bog-standard in middleware physics engines?
Just curious really...
regards,
Jack