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Another 3d collision question

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@MuntyScruntFundle wrote:

Hi there.

Firstly, thanks for all your suggestions in my other threads, they've been very helpful. But on to my next...

While I'm sat here trying to think up the new Tetris, I'm also trying to pre-think the code of the problems I'm creating.

I was playing a 3d pinball game a couple of days ago, it's definitely model based as the table moves in a dynamic way. This made me wonder how the developer was boundary checking the ball on all the walls, which if course aren't other spheres.

I have in the past (2d game) had to break collision circles down and use several for 'long' objects, is the same done for each face of the table mesh? How do you even get to a face with mg?

I suppose the answers could be similar to a previous post about keeping things on the floor, but in that case I'm not checking the x/y planes for collision or keeping track of angle differences you can traverse and those you cant.

I'm maybe pushing the ability of my brain here, but again if anyone has small samples or tutorials they could pass on I'd really appreciate it.

Many thanks.

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