I think it's a great idea to have this implemented in soya.


Souvarine wrote:
I've been working on a new collision detection system for soya. The objective is to get a fast and easy to use collision detection system for games that don't require super accurate physics (FPS, RPG...). For accurate physics soya already implement ODE :)

My system is pretty much like what Quake 3 does (but a bit more complex). Right now soya does raypicking on model's faces. My idea is to encapsulate 3D objects into simple bounding volumes called brush and to perform collision detection on those. This is faster than raypicking against model faces (since models can have lot of faces). This also allow more complicated test than raypicking like sphere tracing, capsule tracing or box tracing (let's say than raypicking == point tracing, a point moving along a line until it hit something, then you get the idea of what sphere, capsule and box tracing are...). Finally it's handy when you want to perform simple collision detection against complex shaped objects. For example you have a table with a top and four legs, and you don't want your player controlled character to go through it. Doing raypicking against the table model can be tricky, if the ray is to low it will go between the table's legs and if it is to high it will go over the top. With this system you can encapsulate the table into a box shaped brush and perform raypicking on the brush instead of the table model.

I've already made some experimental code in soya do do that, it works pretty well. I think it's worth to implement it completely. What do you think ?
Critics and suggestion are welcome :)

Souvarine.


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