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3d Collision Detection

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Okay, here''s my problem: I have a leaf-based BSP tree and I''m trying to figure out how to quickly see if a player model collided with any of the polygons. Now, if the player model were only a single point, I would be fine, because I know how to clip the velocity ray against the polygons in the BSP tree. But the player model isn''t just a point, it''s a moving bounding box, and I''m not sure where to start the velocity ray from. I read Paul Nettle''s tutorial on ellipsoids (http://www.flipcode.com/tutorials/tut_coll-ellipsoids.shtml) but I think I should use axis-aligned bounding boxes instead of ellipsoids, because bounding boxes seem to fit human-like models better. So I guess I have 2 questions: 1) Do you think ellipsoids are accurate enough for human models in a 3d fps game like Quake, and if not, 2) How can I see if a moving axis-aligned bounding box collided with a convex polygon? (and have enough info from the collision test to know how much to move the bounding box up on the normal of the colliding plane, to create a sliding effect) Thanks in advance for any help, and please let me know if I need to be more specific about anything. -----Blah

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I think ellipsoids would be fine for a fps. The player will never notice the difference.

*** Triality ***

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