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Thread: 3D collision Detection

  1. #1

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    Ex-Super Mod'rater Electroman's Avatar
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    3D collision Detection

    What is the best way to do collision detection in 3D? I thought of one way to do it by having boxes, like the RECT structure but with an extra dimension, then it would just be the same as 2D(sort of). For none rectangular 3D shapes I could use more than one box and the more boxes used the more precise it would be.

    Is this the best way or is there another way, maybe one that will use the vertices?

    Thanx for any help
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  2. #2
    Frenzied Member Zaei's Avatar
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    Re: 3D collision Detection

    Originally posted by Electroman
    What is the best way to do collision detection in 3D? I thought of one way to do it by having boxes, like the RECT structure but with an extra dimension, then it would just be the same as 2D(sort of). For none rectangular 3D shapes I could use more than one box and the more boxes used the more precise it would be.

    Is this the best way or is there another way, maybe one that will use the vertices?

    Thanx for any help
    There are several methods. The most common, in order from least detailed..most detailed:
    Spheres
    Axis Aligned Bounding Boxes
    Object Oriented Bounding Boxes
    Triangles

    You can find information on collisions between the above objects on google.

    Z.

  3. #3
    Fanatic Member alkatran's Avatar
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    Lol, same thread DIRECTLY below this one.

    Anyways, I assume you could use a simple cube around the object. When you detect a collision in that cube, increase the accuracy with a different collision detection (More cubes around other spots..) If one of THOSE is collided, increase accuracy. You probably don't need to go any further then that.. But you never know.
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