The collision scheme of the v12 engine
by Joshua "The Power Nap" Taylor · in Torque Game Engine · 06/04/2001 (4:07 pm) · 7 replies
Hey,
I'm new here, and interested in the v12 engine. I was wondering if the v12 used axis-aligned bounding boxes for collision, or if it used oriented bounding boxes. This is very important for the type of game my crew and I intend to create.
Thanx in advance.
I'm new here, and interested in the v12 engine. I was wondering if the v12 used axis-aligned bounding boxes for collision, or if it used oriented bounding boxes. This is very important for the type of game my crew and I intend to create.
Thanx in advance.
#2
06/06/2001 (8:46 pm)
The V12 uses a hybrid collision system. Some objects do use an OBB, other parts are hashed 2d arrays, some objects use GJK to determin contact points, etc.
#3
06/07/2001 (3:28 pm)
This might be stuiped of me, but what is GJK? Is that the plane penitration method (the plane equation and the cross product)?
#4
06/08/2001 (12:26 am)
I'm glad someone asked that, I have been meaning to look it up myself and haven't got around to it.
#6
But does the v12 use different collision schemes according to what's being tested? Like does it use GJK for object to world collisions and sphere/OBB's for object to object collisions?
06/20/2001 (10:11 am)
Just curious,But does the v12 use different collision schemes according to what's being tested? Like does it use GJK for object to world collisions and sphere/OBB's for object to object collisions?
#7
06/25/2001 (9:40 am)
Different objects use different collision schemes. The vehicles are the ones using GJK, but since players are basically constrained boxes, they use a different approach, etc.
Torque 3D Owner Brian Smith