Jump to content
  • Advertisement

Cacks

Member
  • Content count

    418
  • Joined

  • Last visited

Community Reputation

179 Neutral

About Cacks

  • Rank
    Member

Personal Information

  • Industry Role
    Programmer
  • Interests
    Design
    Programming
  1. Cacks

    3D Manifold Collision Response

    Thanks @Randy Gaul, I will study this algorithm. What is the purpose of the PreStep function? Also, my collision detection algorithm does broad phase then narrow phase using sweeps followed by multi-sample SAT, it produces manifolds + collision times For each collision during a tick should I move the collided objects to first point of collision then perform response or should I not move the collided objects & perform response straight away?
  2. Cacks

    3D Manifold Collision Response

    @Randy Gaul, I will give it a try, the collision response is an entire subject on it's own, it would take me months of work to get up to speed on it, cheers
  3. Cacks

    3D Manifold Collision Response

    @Randy Gaul, there is an awful lot to understand though & that takes a lot of time Previously to using manifolds I used Polyhedra intersections & used the center as my collision point I used the linear impulse formula with tweaks & had good results for my collision response But when I added the angular impulses my collision detection broke down Would it be enough to iterate over all the collisions' contact points & calculate the impulses sequentially?
  4. Cacks

    3D Manifold Collision Response

    @Randy Gaul, @Dirk Gregorius, I've been reading up on collision responses I don't have time to create the complex solvers so I want to use sequential impulses Due to the conservation of linear & angular momentum I should be able to sequentially iterate over all collisions' contact points & apply the impulse formula & that should work with a bit of tweaking?
  5. Cacks

    3D Manifold Collision Response

    @Randy Gaul, yes I think using the formula he has created would be best There are other parts of my library like Quaternions I don't really understand the maths
  6. Cacks

    3D Manifold Collision Response

    Thanks @Randy Gaul, that video looks really good, he explains how to create Inertia Tensor in it thanks, Yeah, I've wasted so much time going down wrong avenues, floating point errors have ruined many of my attempts Good to be able to chat with people who know about these complicated things, cheers
  7. Cacks

    3D Manifold Collision Response

    @Dirk Gregorius, I was going to use Bullet SDK originally but I couldn't find good documentation My game is small & I thought the game engine couldn't be this difficult but it has been very difficult
  8. Cacks

    3D Manifold Collision Response

    @Randy Gaul, @Dirk Gregorius, could I find the center of the manifold then apply 1 central impulse? Edit: left reply on last page too
  9. Cacks

    3D Manifold Collision Response

    Thanks for the help Guys, The difficulty level has become very high for my 'simple' game A quick estimate: it would take 4 months to get this all working Game dev is tough!
  10. Cacks

    3D Manifold Collision Response

    @Dirk Gregorius, I've briefly looked over several methods of creating Inertia Tensors but the maths looked difficult In your opinion is the maths difficult for some1 who has above average math skills? The last link it broken do you have a working version or title of the paper? cheers
  11. Cacks

    3D Manifold Collision Response

    @Randy Gaul, when I create my polyhedra I work out the Tetrahedra inside, volume & center of mass Is it difficult to create Inertia Tensors considering I have this information?
  12. Cacks

    3D Manifold Collision Response

    If I have Inertia Tensors for my Polyhedra, How can I lock movement of my objects about the Y axis?
  13. Hi, I've refactored my 3D Collision Engine so it creates Manifolds suggested by @Dirk Gregorius Previously I only considered Collision Response using a single point between 2 objects, but Manifolds have several points Does anyone have advice on how I can deal with Collision Responses using Manifolds? cheers
  14. Cacks

    Creating 3D Collision Point

    I'm not going to go down the GJK route because I don't have time I suppose I could use the SAT portion of my code & return an empty Manifold if a Trigger occurs?
  15. Cacks

    Creating 3D Collision Point

    @Dirk Gregorius, I am creating manifolds using your method, thanks What about Trigger Volumes, how would you handle these? Manifolds only define how a Polyhedron enters another? Would you use a separate technique?
  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!