Collision Detection
Posted: Fri Oct 09, 2009 3:33 pm
Over the summer I created a little openGL program that implemented a camera, and not much else. As the summer came to a close I was in the process of reading about collision detection, but had to stop working on the project because school sucked up all my time. Fortunately, I've been able to pick it up again, and now I have a couple of questions that perhaps some of you could answer:
What is the general process that takes place in Quake 3 for collision detection? Is geometry defined in terms of triangles? What tests are at the heart of a game engine?
I've been searching the internet, reading certain sections in Computer Graphics Principles and Practice, and checked out Graphics Gems IV. I've been able to wrap my head around testing to see whether a point is inside of a triangle or not; I see a bunch of trees but don't know what the forest looks like.
What is the general process that takes place in Quake 3 for collision detection? Is geometry defined in terms of triangles? What tests are at the heart of a game engine?
I've been searching the internet, reading certain sections in Computer Graphics Principles and Practice, and checked out Graphics Gems IV. I've been able to wrap my head around testing to see whether a point is inside of a triangle or not; I see a bunch of trees but don't know what the forest looks like.