Tagged Questions
1
vote
1answer
61 views
Non axis aligned bounding box collision and physics
Exactly how much more expensive, and while we're at it, difficult, is it to have non-axis aligned bounding boxes in your framework?
I realise that it very much depends on what you're trying to do, so ...
2
votes
1answer
198 views
Need help with collision detection/resolution in a 2D simulation of 'worm-like' creatures
(originally posted this on regular stack overflow, somebody pointed this forum out :-) )
Hi there,
I'm implementing a physics engine for the simulation of worm-like creatures. Problem is, is that ...
6
votes
1answer
240 views
Finding the point of collision
I'm writing a 2D rigid body simulator. The objects being simulated are convex polygons. My question involves how to decide on the "point" of collision, so that when I apply a response force, I can ...
3
votes
2answers
246 views
What are the technologies that makes physics engines so good for raycasting?
again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...
4
votes
3answers
1k views
Why do we use physics engines for collision testing or raycasting?
There is a thing I don't understand about game engines: why it is so common to use physics engines to do raycasting or collision testing?
Say that you have a 3D scene loaded in your scene manager ...