[ODE] Tips on collision detection
Matthias Baas
baas at ira.uka.de
Fri Sep 5 06:22:02 2003
At 16:31 28.08.2003 -0500, Nolan J. Darilek wrote:
>I currently have collision detection code that sends a
>per-object-customizable message into the environment. I've arbitrarily
>chosen a penetration depth of 0.1, and any collisions of depths less
>than that result in no message being sent. Messages are sent by
>collide and collide_with methods which, eventually, will be overridden
>to actually cause damage.
>[...]
>Am I even remotely on the right track with this idea? Can anyone else
>offer perspectives on how to map collision penetration depths into
>actual game terms, determining the non-physics game effects of a
>particular impact?
I think it would be better to use the impulses (mass * velocity) of the
colliding objects. The higher the relative impulse (in normal direction),
the more severe the damage.
I guess using the penetration depth isn't very reliable. A particular
penetration depth doesn't actually tell you anything about how severe the
impact has been. It depends on where the colliding object (in your case,
the car) was located in the previous frame. Was it just right before the
wall, almost touching it or was it far away? In both cases you could have
the same penetration depth but the result in your game should be quite
different.
- Matthias -