Fast moving objects jump over what they're supposed to collide with

Started by
9 comments, last by Zakwayda 15 years, 8 months ago
Quote:Original post by mancubit
i am new - so its just a thought how i think it could work.

taken the picture:
Quote:Original post by CDProp



if the paths intersect, do the following:

calculate the distance object a traveled = dist_a
calculate the point inside of dist_a where the intersection has happened = dist_a_offset.

do the same for object b

if (dist_a / dist_a_offset ) = ( dist_b / dist_b_offset ) then the 2 collided
(maybe it makes sense if this query is made a little bit more tolerant - so that these values just need to be "nearly" the same)

this algorithms tests if the intersection-point is the same relative to the traveled distance of both objects.

dont know if this works - was just a quick thought.
Well, you're kind of trying to solve a problem that's already been solved :)

For most simple shapes (e.g. points, circles, spheres, convex polygons or simple convex polyhedra), the exact time of intersection can be computed in a fairly straightforward manner using methods such as CSO raytracing or the SAT ('separating axis test').

This topic is closed to new replies.

Advertisement