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KurtO

Member Since 05 Dec 2011
Offline Last Active Oct 27 2014 03:56 PM

#5182331 Help me solve the last 5% in my collision response

Posted by KurtO on 23 September 2014 - 12:45 AM

Update!

 

i have followed this document a little bit and also tried to implement the things you pointed on, seperate detection and response.

I now have a function that returns data that we need when solving response.

http://www.peroxide.dk/papers/collision/collision.pdf

 

I think the key to the good routine my first version compared to my latest is to not just "push-out". Instead, calculate time of impact from a velocity.

Then get new velocity and run checks again.

 

And my pseudo code works like this now:.

 

Before movement, see if the player is free: 1.0 = free < 1.0 = we hit something and return the time t of impact.

If we dont hit anything, just move player

If we hit we check:
If player is not very very close, move the player close to the impact line - a little value
Now take the new velocity and run the function again recursivly.

 

This works now brilliant on edges corners, but have some problems in the vertex edges.

 

My next update will be to add checks for "edges" first and handle them seperatly.

 

I have uploaded a new document Version 4.




#4988855 Render To Texture only color, no texture

Posted by KurtO on 10 October 2012 - 02:57 PM

Yeah. Your right. Thanks alot for your help and time.



#4983489 Blender export file with text

Posted by KurtO on 25 September 2012 - 01:07 AM

Ahh great! then i can custom the export file myselft! perfect!


#4975422 point sprites samt position no mather what

Posted by KurtO on 01 September 2012 - 07:28 AM

Ahhhhh

i forgot to lock->fill->unlock the buffer, that way the position never unpdated?!?!

Roookiiieee Missstake!!! =)
forgot:
VOID* pVoid; // a void pointer
v_buffer->Lock(0,0,&pVoid,0);
memcpy(pVoid,g_cubeVertices,sizeof(g_cubeVertices));
v_buffer->Unlock();


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