Jump to content
  • Advertisement
Sign in to follow this  
r@ph

World collision (racing game)

This topic is 4909 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi ! I'm doing a racing game but I have some problem with collision detection and collision response. The world is a big .X file that is partitionned with a octree. I can detect if a collision occur betwen my last position and my new with D3DXIntersect but I don't really know what to do with! In fact I want the wheel of my car to follow the world like we can see in some racing game where the world is not a simple heightmap I read the article "Collision Detection for Games Using Ellipsoids" but I don't know if it is what I should use to make a racing game So your help is welcome !! Thanks in advance

Share this post


Link to post
Share on other sites
Advertisement
well, since you seems to have no prior knowledge of collision detection, there is no easy way, but either, follow the article you mentioned (it comes with source code and demo), or use a physics engine, which will remove a lot of pain. Or you can DIY (do it yourself) it, but it's a lot of work. Detection = easy. Response and contact calculation = hard. Really, that swept sphere article is the simplest solution if you must insist on doing everything yourself.


As for ready-made physics engines, Novodex springs to mind.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!