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Oriented Bounding Boxes (OOBs)

Started by Max_Payne Nov 30, 2001 at 10:48 PM 0 replies 350+ views
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Max_Payne
Max_Payne
I am working on setting up a collision detection for the engine i''m making with my team and i decided to pick Oriented Bounding Boxes. The game is going to be a first person action game, a little bit like deus ex and quake so i thought that OOBs would allow a good enough detection and save processing time. I need to be able to test collision between entities (who have bounding boxes) and triangle polygons, i also need to avoid fast objects going thru polygons (using collision prediction i assume.... correct me if im wrong). And i also think that bounding boxes are defined thru their width, height and length... So only 3 components, X,Y,Z.... I need to know if this is right, anybody in here worked with this? Because i''d like to see pseudo code or a tutorial covering OOBs.... I''ve found things about AABBs, but thats not what im looking for... Thanks for your help everyone

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