Sign in to follow this  
betastrahler

Best Practice for Collision Detection on Terrain?

Recommended Posts

betastrahler    104

Hi,

 

I have build a simple terrain rendering based upon some tutorials i have found. The engine uses geomipmapping and slope-based texturing.

For collision detection, my approach is currently the following: I use a simplified mesh from the original terrain (actually, from the geomipmap). Then i use a quadtree to check for the node the player is in and do a ellipse to poly collision test on the simplified mesh. This works fine, but i am wondering whether this is a comon approach or are there some other, more recommended ways of doing collision detection on terrain?

 

Thanks for any suggestions/comments,

betastrahler

Edited by betastrahler

Share this post


Link to post
Share on other sites
Steve_Segreto    2080

Have a look at any of Frank Luna's excellent books on 3D Game Programming with DirectX and he gives a linear algebra/calculus type of solution that simply needs the heightmap data and uses bilinear interpolation to find the exact y-height at an arbitrary (x,z) location.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this