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	<title type="html"><![CDATA[GMan's Mods & Stuff — collision tutorial?]]></title>
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	<updated>2009-03-15T16:22:20Z</updated>
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			<title type="html"><![CDATA[Re: collision tutorial?]]></title>
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			<content type="html"><![CDATA[<p>yeah OK I will review the source thanks,</p>]]></content>
			<author>
				<name><![CDATA[Slenkar]]></name>
				<uri>https://gprogs.com/profile.php?id=40</uri>
			</author>
			<updated>2009-03-15T16:22:20Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=1411#p1411</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: collision tutorial?]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=1409#p1409" />
			<content type="html"><![CDATA[<p>collision is about to get a lot better in v1.6 and parts of my current project are on hold a bit until that comes out.&nbsp; the current built-in implementation does not allow you to know a collision actually occurred.&nbsp; the updated version has a collision callback system so you can actually be notified when a collision occurs.</p><p>Irrlicht is a bit different than B3D in that most of the tools are there but you need to wrap it up a bit to make it work.&nbsp; it will take me a bit to whip up a few examples.&nbsp; in the meantime you can review the source of iB3D for some collision stuff.&nbsp; </p><p>essentially, sphere-sphere detection and response will need to be all manual.&nbsp; box-box is manual.&nbsp; box-boxmesh (you can create a mesh from a box for collision purposes) is built-in but you dont know when a collision happens.&nbsp; box-mesh is built-in.&nbsp; mesh-mesh is manual.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
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			</author>
			<updated>2009-03-15T14:42:17Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=1409#p1409</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[collision tutorial?]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=1406#p1406" />
			<content type="html"><![CDATA[<p>Hi, I saw the 7th tutorial on how to create collisions between a mesh and a level.<br />I used the code succesfully, but what is the best way to see if 2 meshes collide?<br />Or lets say you have 50 planes flying around what would be the best way to detect collisions?</p><p>Tutorial 7 uses triangle versus sphere which might be too slow for 50 planes</p><p>is there a way of doing sphere-sphere?</p><p>and how do you detect colliisons in code?(e.g. bullet vs plane)</p><p>thanks</p>]]></content>
			<author>
				<name><![CDATA[Slenkar]]></name>
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			</author>
			<updated>2009-03-12T19:13:48Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=1406#p1406</id>
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