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OBB Intersections

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Hi guys, I''ve stumbled across collision detection with OBBs. I have an idea of an alternative collision detection algorithm. Here it is. Let''s assume that each OBB box consists of triangles that have face inside (e.g vertex indices). So, I was thinking: to actually detect if they intersect OR collide (let''s say we have two OBBs, A and B), find a closest vertex from A to B''s center, then find closest vertex from B to A''s center, and then simply test if a point from box A is in front or lying on the triangles (hence, planes) from box B. Here''s my idea for testing collision/penetration. Basically, if the test returns that a point is ON the plane, the we have a collision and we also have a point of collision. That''s it. Tell me what you think of it. Thanks " Do we need us? "

Ionware Productions - Games and Game Tools Development

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Maybe I''m missing something, but I''m pretty sure that it would return a false hit if both cubes were turned 45 degrees and the sides were overlapping on the "closest axis" but not intersecting.

I''d post a pic, but I don''t own any webspace.

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