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any way to find tri/tri intersect with any velocity

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#1 sflare   Members   

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Posted 05 October 2001 - 04:01 PM

how do you find the intersection point between two triangles that each move with a linear and angular velocity over a certain time period, without assuming velocities or time to be small?

#2 Shannon Barber   Moderators   

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Posted 06 October 2001 - 05:51 PM

It''s complicated, "3D Game Engine Design" has a chapter on collision detection and provides example source, it''s $60 but worth it.

Magmai Kai Holmlor
- Not For Rent

#3 sflare   Members   

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Posted 09 October 2001 - 06:09 AM

is that $60 u.s?
is there anything else that''s useful in the book?

if possible i would like if someone just posted the basic algorthim of it or something like it.

I''m sure others would also like it too

#4 grhodes_at_work   Members   

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Posted 09 October 2001 - 06:44 AM

If you''re planning to write a complete game engine, the entire book could be helpful. Its hard to read, definitely not a beginner''s book, but thorough. The author was involved in the development of the NetImmerse commercial game engine, as a general software architect. We have a license for that engine here, and its quite nice.

Try finding a used copy on amazon.com for less than the retail price (maybe about $50).

Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.

#5 sflare   Members   

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Posted 13 October 2001 - 07:30 AM

Are there any other (free to use)resources that contain such information?

I may wish to use such an algorithim in a commmercial product.
Simply taking from a nice book is not possible.

Or even
Can recomemnd any useful math links, courses (more detailed than linear algebra), or other things that would point me in the right direct?

#6 Scarab0   Members   

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Posted 13 October 2001 - 11:15 AM

For any intersection test algorithm, check this site first and check www.google.com later.
http://www.realtimerendering.com/int/
Well at least that''s my method.

The algorithm for triangle/triangle intersection in 3D Game Engine design uses the Separating Axis Theorem as far as I know. You should try doing a search for that. Here''s one PDF on the theorem to get you started.
http://www.magic-software.com/Documentation/MethodOfSeparatingAxes.pdf




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