Topic: writing AABB/voxel collission thing
+Anonymous A — 5.1 years ago #58,290
hi im using 2d game engine with text editor that allows compiling stuff to html (phaser, tululoo) and i want to do 3d game in it, which means i ll be defining its physics tile thing thru a value i set in the text editor like x,y,z,w...
so far i managed to do raycasts with it to do the camera image but i couldnt manage to deal with the physics or AABB bound thing to limit the play area/maps...
how should i write the whole physics thing so i will have a sort of tile/voxel/cube thing i can place around to limit/mark the game area
+Anonymous B — 5.1 years ago, 31 seconds later[T] [B] #604,462
Gaaaaaaaaaaaaaaaaaaaaaaaaay..
+Anonymous C — 5.1 years ago, 4 hours later, 4 hours after the original post[T] [B] #604,485
What exactly are you asking? How to determine if two AABBs are overlapping, or if a point is colliding with an AABB ? Since everything is axis aligned you can easily make a signed distance function to determine the overlap.
If the question is how to actually make your physics computation part of the gameloop, well, that's kind of a different topic since you'll have different viable approaches.
I recommend you the talk from the DigiPen institute about physics and collision detection, it's available on YouTube.
If you're a reading guy, i suggest you should have a look at the book Real Time Collision Detection by Christer Ericson. It covers pretty much these two things extensively (and more)
·Anonymous A (OP) — 5.1 years ago, 51 minutes later, 5 hours after the original post[T] [B] #604,487
@previous (C)
basically writing a working AABB bounding box/polygon model in a code
using x y z coordinates and abit more and how they look on screenspace?
it should be quite straightforward shouldnt it?
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