3D Collision dection and response

Click For Summary
SUMMARY

The discussion focuses on developing a physics engine that accurately detects and responds to collisions, specifically addressing the challenge of handling complete surface collisions between axis-aligned boxes. The user has successfully implemented single and two-point collision detection but struggles with scenarios where two surfaces collide head-on. The proposed solution involves computing a central point at the colliding faces to treat it as a single point collision, although the user aims to eventually incorporate angular motion into the collision response.

PREREQUISITES
  • Understanding of basic physics principles related to collision detection
  • Familiarity with axis-aligned bounding boxes (AABBs)
  • Knowledge of linear motion dynamics
  • Experience with game development frameworks or engines
NEXT STEPS
  • Research methods for handling complete surface collisions in physics engines
  • Explore the implementation of collision response algorithms for axis-aligned boxes
  • Learn about integrating angular motion into collision detection systems
  • Study existing physics engines like Box2D or Bullet Physics for practical examples
USEFUL FOR

Game developers, physics engine programmers, and anyone interested in enhancing collision detection and response in 3D environments.

starphoenix
Messages
2
Reaction score
0
I am making the physics engine for a personal project, and one of the more important parts is that the collisions are detected and respond as accurately as possible. right now I'm in the preliminary phases of designing this, so I'm sticking to basic shapes, axis aligned boxes, axis aligned cylinders, and spheres.

The problem I'm coming across is I have found how to deal with a single point collision, and two point collision, if an edge of something collides with a surface. But the one case I have not been able to at all figure out how to deal with, is if two surfaces completely collide with each other. IE if two boxes hit each other head on, the two faces will both smack right into each other.

Anyone know how to resolve these kinds of collisions? Should I just compute a point that is at the center of the colliding faces and treat it as a single point collision? Ideally I would like this to include angular motion as well, but at this point in time I am only dealing with linear motion.

Thanks in advance guys!
 
Technology news on Phys.org
You may have already seen this, but here's the link in any case:

http://www.gamedev.net/reference/articles/article736.asp
 
Last edited by a moderator:

Similar threads

Replies
10
Views
2K
Replies
21
Views
4K
  • · Replies 9 ·
Replies
9
Views
1K
  • · Replies 14 ·
Replies
14
Views
4K
  • · Replies 9 ·
Replies
9
Views
2K
  • · Replies 2 ·
Replies
2
Views
3K
  • · Replies 67 ·
3
Replies
67
Views
7K
  • · Replies 3 ·
Replies
3
Views
2K
  • · Replies 9 ·
Replies
9
Views
2K
  • · Replies 11 ·
Replies
11
Views
2K