Jump to content
  • Advertisement
Sign in to follow this  

Sliding Collision Reponse

This topic is 4516 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

I am trying to implement a sliding collision response algorithm. The collision tests work fine - I'm using the external library ColDet. First, I create the bounding sphere for the player - which is just the camera position with an arbitrary radius of 20. Each frame, after moving the character according to input, I check for the collision of the world with the sphere generated as described above. Upon a collision, I have the following information: O - The position of the camera before any movement occurred, Q - The collision point as returned by coldet, N - The normal of the surface that collided with the sphere, C - The current position of the camera. I've tried several things - the only thing that seems to work 'OK' is to just set the new camera position to be Q + (20 * N) - and continue this check until no collisions occur. However this leads to problems in a number of circumstances. For instance when pushing back along the surface normal causes another collision. If anyone could please help me out with this problem it would be greatly appreciated.

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!