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Posted: Tue Apr 19, 2005 5:16 pm
by regress
ahmedali wrote:
Goosey wrote: Cool demo, I like it. I am curious what you did for collision detection.
The collision is done b/w 2d lines sets and capsule(character). I used constraining technique and verlet particles for collision response and character physics.
Unfortunately ahmedali seems to have dissapeared, and won't respond to any messages asking him to open source his X2 demo.

I was wondering what this "2D line sets and capsule" is .. . . I can google the rest, I suppose, but thought I may get some sane, resonably easy to understand explanation here first :)

Thanks for your time!

Posted: Tue Apr 19, 2005 6:11 pm
by Kencho
It's quite easy to understand: Collision between a segment and a capsule. Or better said, detecting when a segment is at less than X units to other segment. So you "outline" the scenario (ground, walls...) using a bunch of segments, and then detect when/where a capsule (the player) collides with those segments. ;)