Ellipsoid vs Ellipsoid

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mavhod
Posts: 3
Joined: Tue Sep 22, 2009 5:05 am

Ellipsoid vs Ellipsoid

Post by mavhod »

I have a problem

When we check collision between player and environment, yes we use Ellipsoid vs Polygon method.

But when we check collision between player and enemy, bullet or item so what should I do?

I thought it should be ellipsoid vs ellipsoid but it have not at Irrlicht engine

then who have any idea for this matter please tell me.

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sorry for my English, I am a weak English language
Mel
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Location: Granada, Spain

Post by Mel »

bounding box-bounding box intersection tests is the best that irrlicht will provide in your case. For more complex stuff it is recomended that you use an external physics engine.

Physx, Newton, Bullet and ODE are your best choices in this matter, besides collision tests, they also offer proper collision responses (i.e. physically accurate bounces, drags and such...) and collision callbacks you can use to adapt better the reactions.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
pera
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Location: Novi Sad, Serbia
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Post by pera »

if your characters are in 2d plane, you can use radius vs radius collision.

but all char vs char collision advanced stuff and you need physics engine for it.
mavhod
Posts: 3
Joined: Tue Sep 22, 2009 5:05 am

Post by mavhod »

Thank for all reply :)

I think I will use box3D because it easy and enough to work.
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

pera wrote:if your characters are in 2d plane, you can use radius vs radius collision.

but all char vs char collision advanced stuff and you need physics engine for it.
In 2D the collisions are quite simple to implement, and quad-quad collisions are also very simple to check. Besides, in 2D the scope can be restricted to what is on screen.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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