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Continious collision detection. #9

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xoopx opened this issue Feb 2, 2018 · 1 comment
Open

Continious collision detection. #9

xoopx opened this issue Feb 2, 2018 · 1 comment

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@xoopx
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xoopx commented Feb 2, 2018

Hi, would it be complicated to integrate continious collision detection for certain bodies? Bodies with high speed slips through each other, i managed to resolve this problem with multiple world.step call each frame but this highly impacts performance. And one more question, are there any plans with terrain geometry?

@saharan
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saharan commented Feb 7, 2018

Hi,

Implementing continuous collision detection is difficult and complicated, but I want to implement CCD some time, as high-speed objects are often required in games.

Until the implementation, you can use convex casting instead of CCD. Convex casting enables to "throw" a convex geometry (note: all geometries are convex so far) and computes when the thrown geometry hits another. You can specify geometry with beginning transform and linear translation, then get "time of impact" from 0.0 to 1.0 through callback function if hits.
It's a bit complicated but probably improves performance. (I maybe add this to the demo box later)

And one more question, are there any plans with terrain geometry?

yes, I'm planning to add static trimesh for terrains :)

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