How to do Basic 3D Collision Detection in C++

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Prereq videos -
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One quick addendum. I have missed a 4th case where if the polygons are very large, you can break the plane but not hit any edges or verts. In that case, you probably would need to add to the first test by projecting the intersection point to the plane of the poly (via dot products), and look at the 2D footprint of the poly to see if it lies within the bounds of the triangle. I always miss something with these vids :|. If the triangulated collision geometry is dense enough, this won't be an issue though. I updated the code inside the above gist link in the description to handle this case.

VertoStudioD
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1:15 "your game is going to suck".... Hey! my guy walking through walls game is going to kick ass!

generichuman_
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Prereq videos for 3D math basics in the description 👍

VertoStudioD
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Great video! You could improve on the audio quality. A simple noise filter should do, but the content is great :)

mario
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Thx for a good and informative video.
@22:56 your player object squeezes through a tight fit.
What would be the best solution here?
Check if collisions occur on multiple objects in each renderpass and include these other objects normals when calculate the reaction/pushing force into the average.
Maybe store each object that the player object is colliding with in a vector of objects, then do the "pushing force" calculation.

wirosk
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and if at hight velocity the displacement of the object is larger than other object?

coed-cooperativadeeducador
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Good God this is great! Great job man!

etime
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Can you redo the c tut? It doesn't work on Windows

ceciphar
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Hy thanks for the information can you please help me and show me how to get the triangles of a mesh?

byteCode