Original Post
Hi there, I just got my graphics shaders up to scratch and realised I had deleted all the tutorials I had gathered to use for collision detection! I am familiar with the principles of SAT and I have seen some useful links.
There is a very useful one on OBB, and this on AABB/OBB that helps to lead up to a good understanding of OBB.
My problem is I cant find an example that uses OBB and handles Minimum Translation Distance (MTD) from the two intersecting objects.
Does anyone know anywhere which does a decent demo of MTD? Preferably with C++/DX/3D but I will take what I can get. I have seen some 2D demos but am not confident enough to go 3D without a firmer base. I know what I want to do and with what I wish to do it but am only very familiar with the AABB stuff.
I was considering a ray based approached to the terrain but have decided to focus on the cars colliding with objects on the track before focusing on the terrain. I am worried about implementing gravity with a center of mass for the cars involving basic physics so they dont glide when half on a cliff and I do not want to use third party API's. Any recommended places to go?
The sad thing is I just checked out exactly what I want "3D verlet vehicle on terrain" but theres no annotation to the code so I am having to slowly decipher it and remove the bulk. I dislike that the wheels can become damaged in this demo that serves no real purpose to me :p other than that it looks great. I am really hoping I can simplify the core concepts of the demos source code into a primitive form I pick apart for my own purpose.
[Edited by - EnlightenedOne on September 5, 2010 9:26:27 PM]
There is a very useful one on OBB, and this on AABB/OBB that helps to lead up to a good understanding of OBB.
My problem is I cant find an example that uses OBB and handles Minimum Translation Distance (MTD) from the two intersecting objects.
Does anyone know anywhere which does a decent demo of MTD? Preferably with C++/DX/3D but I will take what I can get. I have seen some 2D demos but am not confident enough to go 3D without a firmer base. I know what I want to do and with what I wish to do it but am only very familiar with the AABB stuff.
I was considering a ray based approached to the terrain but have decided to focus on the cars colliding with objects on the track before focusing on the terrain. I am worried about implementing gravity with a center of mass for the cars involving basic physics so they dont glide when half on a cliff and I do not want to use third party API's. Any recommended places to go?
The sad thing is I just checked out exactly what I want "3D verlet vehicle on terrain" but theres no annotation to the code so I am having to slowly decipher it and remove the bulk. I dislike that the wheels can become damaged in this demo that serves no real purpose to me :p other than that it looks great. I am really hoping I can simplify the core concepts of the demos source code into a primitive form I pick apart for my own purpose.
[Edited by - EnlightenedOne on September 5, 2010 9:26:27 PM]