Hi, I''ve been making a simple 3d-engine to import 3ds-files
and walk trough with collision-detection, but I haven''t
found any good sources or docs that explains some form of
simple implementation of collision detection.
So far I''ve been successful with simple point/plane intersection tests using the dist=DotProduct(P-Q,N) formula
where P is the point to test, Q is a point on the plane and
N is the normal of the plane.
That system only works for infinite planes, as all knows
![](wink.gif)
So, what I want to do (If that''s the best way) is make
additional tests against 3 other planes which are the
boundaries of the triangle... All ideas appreciated
![](smile.gif)
I''ve came to the conclusion that this might not be the best
way after all, since I use bounding boxes for dynamic objects, and the side of a poly actually might slip inside
the corner of another poly, if the vertices of the bounding
box are on the outside of a small polygon??
So how do programmers generally solve this? Do they test more than just the points of the bounding-box (normal?) ?
Sorry to wear you out, guys, but here''s another question...
Is it common to use point(bounding-box)/plane tests for dynamix/static object tests, box/sphere tests for dynamic/
powerups(example) objects and sphere/sphere for dynamic/
dynamic object tests???
That''s what use...
Thank''s in advance /Anders G