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
Ellipsoid vs Ellipsoid
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.
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
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.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.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt