Collision Detection
There are quite a few different methods of collision detection, depending on what you are trying to achive. You may want to specify what is it exactly that you are wanting to do. I wrote some tutorials at:
http://www.equalmeans.net/~chriss/EQM/index.html
Some of these, specifically the character controller may be of use to you, assuming of course that is what you are trying to do.
-Chris
http://www.equalmeans.net/~chriss/EQM/index.html
Some of these, specifically the character controller may be of use to you, assuming of course that is what you are trying to do.
-Chris
Quote:There are quite a few different methods of collision detection, depending on what you are trying to achive.
Quote to emphasize.
Direct3D take's care of rendering graphics. It's not that related with collision detection. On the other hand DirectX has some helper functions to help you build your CD engine.
The first thing that comes to my mind is this site, take a look and see if you find what you need.
What exactly are you trying to do?
I'll leave this thread here for now, but collision detection questions really belong in Maths & Physics.
As Calin posted - Direct3D is more about the presentation/display of the model than the actual manipulation of the model itself. There is also no reason why you have to use the exact same data for both your physics and graphics code - in some respects it's not a good way of doing things (esp. in a multi-threaded system).
With some more information about what you're doing with D3D (version, language...?) we can tell you how to extract the relevant information. From that point you're out of DirectX-land and into the wonderful realm of physics [grin]
Jack
As Calin posted - Direct3D is more about the presentation/display of the model than the actual manipulation of the model itself. There is also no reason why you have to use the exact same data for both your physics and graphics code - in some respects it's not a good way of doing things (esp. in a multi-threaded system).
With some more information about what you're doing with D3D (version, language...?) we can tell you how to extract the relevant information. From that point you're out of DirectX-land and into the wonderful realm of physics [grin]
Jack
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