[ODE] Collision CSG?
Anselm Hook
anselm at hook.org
Thu Mar 27 11:04:01 2003
Another former MathEngine employee did a real time ray tracer using CSG
methods:
http://home.earthlink.net/~howlers/bryan/quickray.html
I believe it does collision stuff but not things like penetration depth.
One nice use for a csg method would be for the pistons in a car engine...
a surface of potential face to face contacts with a high frequency... By
intersecting the math instead of polys the labor could be more sane.
- a
On Thu, 27 Mar 2003, gl wrote:
>
> I have been looking at a number of 3D models I've designed recently - very
> detailed large ones which may, for example, have players jumping and walking
> on them and which will move themselves - and it looks like getting good
> smooth collision response on some of them with primitives only will be hard.
> I'm sure it can be done by using lots of small prims to pad out the empty
> spaces left by the larges ones, but getting smooth transitions between them
> won't be that easy, and they may still not approximate the mesh shape well
> enough.
>
> I wondered for a while whether it's possible to do something akin to CSG
> with collision primitives - that would be really handy. For example,
> imagine a hollow glass sphere that has small objects inside it. If you
> could use a collision sphere, and then subtract a smaller collision sphere
> from it, you could do this with just two primitives. I don't know if this
> is feasible though (contact generation might be hard) - any thoughts?
> --
> gl
>
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