So the big 1.0 is finally here. I've added some fixes to collision detection as I was making demos. One of the fixes that I should have really done before was the bounding sphere. Instead of recalculating it every single time, I have it stored in the model and only recalculate it if its size change, otherwise, the center will always be the object's position and and radius stays the same.
As for the demos, I've created 3 so far, and I plan to make at least one more. Here are the links to them:
Demo 1 - Pong
Demo 2 - Linear Collision
Demo 3 - Multi-direction Collision (with no triangle test)
And here's the 4th demo
Demo 4 - Multi-direction Collision (with triangle test)
Friday, April 24, 2009
Thursday, April 23, 2009
Another Demo
So I've made 2 small demo. This one uses collision detection to find all objects that have a collision, and make those objects bounce off of each other.
Blog on C3DL: http://www.c3dl.org/index.php/demos/simple-collision-detection-demo/
Blog on C3DL: http://www.c3dl.org/index.php/demos/simple-collision-detection-demo/
Old and New Post
Forgot to link the blog about 0.9 release.
http://www.c3dl.org/index.php/c3dl-dev/collision-detection-09-release/
And here, I've made a simple game of pong in C3DL. Play Here.
On to updates.
As I was making a demo using collision detection, I've found some bugs that I didn't encounter before. I was a little surprise at first, since I thought I've tested it pretty thoroughly and tried many different things with it. I guess I was wrong. For example, I clearly thought I had consider the scaling factor in the model when I get their bounding sphere, but that was missed out. So now I've got that fixed.
However, onto an even more serious problem. I ran into a situation where my collision detection is failing when two objects are obviously colliding. Again, this happens when both objects have been scaled. As I review my code, I found that I had include in the scaling factor as I was testing for both bounding sphere and triangle-triangle intersection test. Hence, I'm a little stuck right now. And with so little time left till the big 1.0 release, I'm definitely starting to panic.
http://www.c3dl.org/index.php/c3dl-dev/collision-detection-09-release/
And here, I've made a simple game of pong in C3DL. Play Here.
On to updates.
As I was making a demo using collision detection, I've found some bugs that I didn't encounter before. I was a little surprise at first, since I thought I've tested it pretty thoroughly and tried many different things with it. I guess I was wrong. For example, I clearly thought I had consider the scaling factor in the model when I get their bounding sphere, but that was missed out. So now I've got that fixed.
However, onto an even more serious problem. I ran into a situation where my collision detection is failing when two objects are obviously colliding. Again, this happens when both objects have been scaled. As I review my code, I found that I had include in the scaling factor as I was testing for both bounding sphere and triangle-triangle intersection test. Hence, I'm a little stuck right now. And with so little time left till the big 1.0 release, I'm definitely starting to panic.
Labels:
0.9 release,
bugs,
collision detection,
panic,
Pong
Sunday, April 5, 2009
Collision Detection - Sectioning DONE
Sectioning is implemented and done. This should reduce the time it takes to run collision detection when there are large amounts of objects in the scene. For more details, read the blog at http://www.c3dl.org/index.php/c3dl-dev/collision-detection-sectioning/.
Wednesday, April 1, 2009
Release 0.8
The day has come for another release. And what's a release without a blog? Here's the post for it http://www.c3dl.org/index.php/c3dl-dev/collision-detection-recap-of-release-08/
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