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#ActualMisterFuzzy

Posted 10 February 2013 - 08:45 PM

Hey!

 

I'm not exactly proficient with 3D collisions. 2D is fine, but 3D volumes are, needess to say, quite a bit different. I've been reading around the interwebs on 3D collision, and all seem to say the same thing: "Using bounding spheres..." The thing is, for my experimental FPS, bounding spheres can be too inaccurate: Players could be frustrated when they die when a bullet whizzes just in front of their face, or a clear hit travels straight through their target without ever touching the bounding box. My question is, how can I get accurate collision detection without sacrificing speed or accuracy?

 

(An article would be great, too) mellow.png


#1MisterFuzzy

Posted 10 February 2013 - 08:44 PM

Hey!

 

I'm not exactly proficient with 3D collisions. 2D is fine, but 3D volumes are, needess to say, quite a bit different. I've been reading around the interwebs on 3D collision, and all seem to say the same thing: "Using bounding spheres..." The thing is, for my experimental FPS, bounding spheres can be too inaccurate: Players could be frustrated when they die when a bullet whizzes just in front of their face, or a clear hit travels straight through their target without ever touching the bounding box. My question is, how can I get accurate collision detection without sacrificing speed or accuracy?


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