Collision detection


The framework has trouble handling spheres going at high speeds when detecting Shape on Shape collisions, but does fine when using a plane.
I'm using Collision boxes as walls, I'd like to use the planes if possible, but I haven't found a way. Let me know if you fix this.


jurgiles wrote Dec 2, 2007 at 12:19 AM

Nevermind! Changing the Step time worked!

Ens wrote Apr 30, 2008 at 6:17 AM

Just a thought for any interested readers out there. When dealing with an object traveling at a very high velocity you will likely reach a point where the change in position per time frame will cause a high speed object to leap over another object without causing the desired collision. When dealing with such things as a bullet or other projectile attach a 'ray' or 'box' collision object to the back (opposite direction of velocity vector), or slightly less accurately to the front, of your projectile of a length at least equal to that of the distance traveled from the previous time frame to the current time frame prior to computing collisions. The length can be easily computed by storing a last position and doing vector subtraction or by multiplying the velocity vector by the time delta. By doing this you effectively stretch your projectile so that it can never quantum-leap through another object. You can choose to render or not render this extension - it can be rather artful.


wrote Feb 13, 2013 at 10:00 PM