I would like to any tips/articles/tutorials on how to write collision detection using OpenGL and C++ in 3D mainly just simple box collisions etc but also if there are any advanced resources that would be great to. i also don't wont to use any external library`s if possible.
There will be huge amounts of resources out there, I dont know how much you know about current collision techniques, but a good idea if you're not familar with them could be to download Unity3D and play around with the buit-in physics engine (PhysX).
Box collisions are generally done using AABB's (Axis-Aligned Bounding Boxes), Sphere collisions are faster but obviously can't give you as good a representation for a box for example. Capsule colliders are elongated spheres and are very useful for characters and such.
You should also look for details on Terrain/BSP collision detection depending on what your needs are.
Here are a few things I googled (but may not be pertinent)...
better. I would also like compatability, If Theres one that fits DirectX(at least 9) and OpenGL, then that would be good) 2D Graphics(I liked SFML, so it its possible to get something that works with SFML...) Also if there are any other libraries that work well with these I would like to know. Any answers would be very helpful. and details would be even nicer =) Thanks in advance. -Molma ..., so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from... the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top
) and when? How does collision detection work (is there some kind of collision world/collection)? Can i handle collision detection on my own or does bullet take care of this as well? Thanks...i'm developing a android project for school and i'm currently using libgdx for rendering. It performs quite well, but it lacks a 3d physics library. So i searched and found that Bullet physics engine...) and wanted to ask if any one had any previous experiences with implementing bullet and libgdx? To be more precise i need to simulate a jump and implement physics like: wind/drag, friction, lift
Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject..." object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check
the objects at a fraction of the distance between their previous and current value positions and rotations. That is yet to be done. Question: Will I also have to do move my collision detection code...Questions: When we draw with interpolation, where should the collision detection code be? Is it worth implementing interpolation in the following situation? This is for Scrolling Asteroids. I have... second and 75 frame draws per second. Up until now, it is in the physics update routine that I do the collision detection and response. Your ship can collide with a rock. Your photons (bullets) can
of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++. ...After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game. I will need to export the following: Vertices Indices Normals UVs Material Information Animation information (no clue, how to import it) Collision mesh Game Properties defined within 3D authoring tool (object
I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way... coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?
The answers to this cross-platform related question are useful, however I want my (C++) game to run on Windows and Linux (and be packaged for Ubuntu) only. I'm not interested in platforms like mobile or consoles. Are there any specific tips or suggestions for this case? Also, if I get the game to work on linux, is it difficult to add support for OSX? Updating with more information: It will be a 3D game simulating the motion of spacecraft in the solar system. We will use Ogre3D for the graphics. We're still in the design phase, so there's no code written yet.