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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Practical 3d collision
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knight
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« on: January 07, 2010, 05:12:14 PM »

Recently I have been working in 3d and was got tried of the basic bounding sphere/box collisions and I was wondering how to achevive more complex collision such as the ones in these games( http://en.wikipedia.org/wiki/Naruto:_Clash_of_Ninja_(series) or in this http://rubberninjas.com/). Any helpful examples or articles would be appreciated. Thanks
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Parthon
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« Reply #1 on: January 07, 2010, 05:55:15 PM »

Bounding cylinder collisions.

It's just the same as what you've been doing, just with different primatives in different configurations. In the ninja's case: the two colliding cylinders would collide, stop and have a force applied, just like a bounding sphere collision would.

The core dynamics in collision systems are the same. The hard part is the more complicated maths for different objects and different reactions when a collision does occur.
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knight
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« Reply #2 on: January 07, 2010, 05:57:07 PM »

Thanks. I was looking basically for formulas for the other shapes cylinders etc
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Parthon
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« Reply #3 on: January 07, 2010, 06:03:34 PM »

I found a really awesome site and bookmarked it recently. Think I can find it now? Nooooooo.  Embarrassed

Ah, found it.

http://www.realtimerendering.com/intersections.html
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