How to have accurate collision detection?

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darkmaster83
Posts: 24
Joined: Tue Oct 14, 2008 7:41 am

Post by darkmaster83 »

Adversus wrote:Attach bounding spheres or boxes to some of the bones of the skin, as the bones move so will the spheres.

This is how we've done it on all the games I've worked on.
I have the same problem, can give us an example of it, please?

I have a skinned mesh with bones inside and I want to animate it and keep bounding boxes of all mesh buffers up-to-date during movement.
Adversus
Posts: 128
Joined: Sun Oct 05, 2008 10:58 pm
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Post by Adversus »

I don't have any examples however assuming you've got sphere collision detection working it's pretty trivial. If you don't have a working collision system then you need to read up on what that is and either write your own collision manager or integrate another collision system into irrlicht. I believe irrlicht has a collision system however I've never used it as I decided to go with bullet (there's sample code on these forums).

Once that's done it's simply a case of placing the sphere's at the position and orientation of the bones every frame after the bones have been transformed.
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