Advertisement Jump to content
Sign in to follow this  
sinnelius

wall/contact point detection

This topic is 988 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

Need a way to detect wall collison approximate without actually colliding?

somewhat like a radial radar to detect any nearest wall, and then push maybe AABB, sweeptest or raycasts, and the filter for the nearest contact point.

I tried some solutions like brute forcing through every single triangle in unity, or implementing GJK, so i understand some concept... but the solution isnt exactly cheap on the runtime, and i have reference from PSP titles that the concept can be achieved with less and higher precision.

Any ideas? i may need the right mathemathical algorythm or terms to even begin seeing whats the solution....

Share this post


Link to post
Share on other sites
Advertisement

This topic is 988 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.

Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!