sweep collision detection in an impulse-based physics engine

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2 comments, last by clivi 1 year, 4 months ago

Hello,

i followed this article: https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331​ and i would like to add a “sweep” aabb to aabb collision detection using a minkowski difference but i dont know the proper way to implement it.

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There are a lot of tutorials about Minkowsky sum ( or difference ) in my experience I have found this algorithm unstable and prone to give false positive(s) , anyways , 10 seconds of google search produced this

https://www.haroldserrano.com/blog/visualizing-the-gjk-collision-algorithm

I remember I wrote at that time a nice algorithm I called the refined convex hull ray intersection, which increased the convex hull complexity in proximity of the ‘emitting’ ray , I wanted to publish it, but I got rejected by all Universities bascially because that wans't a work of theirs, then, UNITY came.

@undefined yeah but like how do i integrate it with the impulse-based collision resolution?

If i found a collision in the swept volume do i move the collider in the collision point? Do i have to deal with multiple collision dt and if so how would i handle this since i integrate all the entities together?

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