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RollerSimmer

Member Since 26 Mar 2011
Offline Last Active Nov 19 2012 07:17 PM

Posts I've Made

In Topic: Collisions: should I use triangles, cubes or spheres?

19 November 2012 - 07:13 PM

Frankly, I don't understand why you'd need accurate clash checking for a theme park sim. What are the objects whose clashes you need to prevent?


Maybe "collision" is the wrong word. I meant overlap avoidance of objects. Although there may be mini games involving free bodies that need physics and collisions. All I need is a simple boolean function that tells me if there is something where I want to place an object. Location of contact and force are irrelevant.

In Topic: Collisions: should I use triangles, cubes or spheres?

19 November 2012 - 07:09 PM

I'm going to try Bullet. I didn't really want a full physics simulator, just something for space occupancy to prevent overlapping items. I'll see if Bullet has something to that effect.

In Topic: Collisions: should I use triangles, cubes or spheres?

12 November 2012 - 10:30 PM

I was thinking about that. Each occupancy in the tree could have a tag giving it's shape type. I think vertical cylinders may be easy to include as well. Any shape with simple bound checking would work.

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