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Thread: Direct 3D collision detection

  1. #1

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    Fanatic Member petrus's Avatar
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    Direct 3D collision detection

    I have a car mesh and I can move it around in 3d world.
    But how should I check for collisions whit the car and a wall?
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  2. #2
    Kitten CornedBee's Avatar
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    3D collision detection is a theme for many books, and there are many.
    The Game Programming Gems contain many articles on different ways to do collision detection.

    I guess a search on Google would turn up lots of info. Try to search for
    collision detection 3D
    or
    bounding sphere collision detection
    or
    octree collision detection
    All the buzzt
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  3. #3

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    Fanatic Member petrus's Avatar
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    I've searched everywhere, gamedev.net, planet-source-code.com...
    There isn't so many DirectX tutorials on the web huh?
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  4. #4
    Frenzied Member Zaei's Avatar
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    Collision detection has nothing to do with DirectX.

    Z.

  5. #5

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    Direct3D then.
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  6. #6
    Frenzied Member Technocrat's Avatar
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  7. #7

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    Ah, never heard of it.
    Hope it is about Direct3D, most tutorials I find is about OpenGL.
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  8. #8
    Frenzied Member Zaei's Avatar
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    Originally posted by petrus
    Direct3D then.
    *sigh* Given that Direct3D is a part of DirectX, collision detection therefore has nothing to do with Direct3D, either.

    Collision detection has nothing to do with any API or another. It is something that you have to implement specifically for your own game.

    Z.

  9. #9

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    ..........
    I KNOW! My question is:
    How do I perform Collision Detection between polygons in 3D space?
    Was that a correct question, Zaei?
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  10. #10
    Frenzied Member Zaei's Avatar
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    Google it. There are thousands of sites out there. Be prepared for some fun math, though.

    Z.

  11. #11

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    But there is octrees (spelling?) and I don't understand what that is.
    I've not found any tutorials about octrees(spelling?).
    What is octrees(Again, spelling?)?
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  12. #12
    Frenzied Member Zaei's Avatar
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    An OctTree is a space partitioning method. It only facilitates fast collision detection.

    Z.

  13. #13
    Monday Morning Lunatic parksie's Avatar
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    I think it's octree not octtree.
    I refuse to tie my hands behind my back and hear somebody say "Bend Over, Boy, Because You Have It Coming To You".
    -- Linus Torvalds

  14. #14
    Frenzied Member Zaei's Avatar
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    Originally posted by parksie
    I think it's octree not octtree.
    Octree makes no sense. Oct, as in Octal, for 8, Tree, as in... Tree... An OctTree is simply a tree that has 8 child nodes per node.

    Z.

  15. #15
    Monday Morning Lunatic parksie's Avatar
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    Google.

    OctTree = 768 results.
    Octree = 14,400 results.

    I refuse to tie my hands behind my back and hear somebody say "Bend Over, Boy, Because You Have It Coming To You".
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  16. #16
    Kitten CornedBee's Avatar
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    I don't see why Oc shouldn't stand for octal too.
    All the buzzt
    CornedBee

    "Writing specifications is like writing a novel. Writing code is like writing poetry."
    - Anonymous, published by Raymond Chen

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  17. #17
    Frenzied Member Zaei's Avatar
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    Originally posted by parksie
    Google.

    OctTree = 768 results.
    Octree = 14,400 results.

    And he said he couldnt find anything... *sigh*

    GPG1 and 3D Game Engine Design both agree with you gentlemen *bows*.

    Z.

  18. #18
    Frenzied Member Zaei's Avatar
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    Originally posted by CornedBee
    I don't see why Oc shouldn't stand for octal too.
    And Qua could stand for Quadrilateral... Oc just doesnt sound right to my ears...

    =)

    Z.

  19. #19
    Kitten CornedBee's Avatar
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    They call it that in the Game Programming Gems.
    All the buzzt
    CornedBee

    "Writing specifications is like writing a novel. Writing code is like writing poetry."
    - Anonymous, published by Raymond Chen

    Don't PM me with your problems, I scan most of the forums daily. If you do PM me, I will not answer your question.

  20. #20
    Frenzied Member Zaei's Avatar
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    I know, I went and looked =).

    Z.

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