Skip to main content
gamedev.net
🔒 Locked

Coldet

Started by leoptimus Oct 11, 2005 at 2:54 PM 3 replies 1k views
Original Post
leoptimus
leoptimus
Is coldet good enough for physics simulation with rigid body collisions? photoneffect.com/coldet/
"Technocracy Rules With Supremacy" visit: http://gimpact.sourceforge.net
MGB
MGB
ColDet only gives you one collision point when two objects collide, no collision normal and also no penetration depth. So not really.
leoptimus
leoptimus
Thanks.
It's rare how ODE uses OPCODE for colliding Trimeshes. OPCODE does the same as COldet.
"Technocracy Rules With Supremacy" visit: http://gimpact.sourceforge.net
MGB
MGB
Different versions of OPCODE do different things. Not sure which version ODE uses...
leoptimus
leoptimus
Does OPCODE calc the nearest points of two arbitrary shapes?
I've check the OPCODE v1.3, and there is not support for physics collisions.
May ODE uses it only for quickly swept volumnes and detect intersections, but ODE has its own algorithms for get contact information and penetration depht.

A promising collision engine would be Solid, it currently calcs distances between two shapes. However, it behaves wrong when objects are touching. I've used, but it is so unstable.
"Technocracy Rules With Supremacy" visit: http://gimpact.sourceforge.net

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.