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So far, we have learned to interact with objects in their space. Next, look at the interaction between objects. This requires determining when collisions occur between objects, which is what we call Collision detection (collision detection or hit testing).
In this chapter I
Author: weiqubo
Link: http://software.intel.com/zh-cn/blogs/2012/02/14/400009793? Cid = Sw: prccsdn2160
Almost all 3D games are inseparable from collision detection-collision detection between objects or between objects and scenes. In the real world, you naturally cannot pass through the wall, so many people naturally
Objective
In the DirectX SDK, the correlation function for collision detection is in xnacollision.h. Now, however, the previously implemented correlation functions have been transferred to the Windows SDK DirectXCollision.h and are in namespace DirectX. This consists mainly of four bounding boxes (bounding Volumes), and is implemented in the form of classes:
Boundingsphere class-Surround ball (boundin
Many people may encounter the following problem when they are new to unity3d: import the unity3d model and add the Rigidbody to the model.
Keep falling.
So how can we solve this problem?
If you have tried to create a cube or something, add the Rigidbody. After running the program, you will obviously find that the cube can be dropped to the ground.
Therefore, if we want our model to do the same, we can bind a cube to the model, adjust the collision
Many people may encounter the following problem when they are new to unity3d: import the unity3d model and add the Rigidbody to the model.
Keep falling.
So how can we solve this problem?
If you have tried to create a cube or something, add the Rigidbody. After running the program, you will obviously find that the cube can be dropped to the ground.
Therefore, if we want our model to do the same, we can bind a cube to the model, adjust the collision
Author: Chen yuefeng
From:Http://blog.csdn.net/mailbomb
In the game, collision detection is often required. For example, to determine whether there are obstacles in the front and whether a bullet hits the plane, it is to detect whether two objects collide, then, different processing is performed based on the detection results.
The collision in the game is still more, such as the collision of character and character, the collision of character and the wall, the collision of characters and monsters, etc., all needPerform a collision detection to trigger a
A simple description of the game's collision detection principle: First to specify a collision detection area for each game object, and then in the Update method in real-time detection of two objects in the region whether there is overlap, if there is, then a
There are still more collisions in the game, such as the collision of characters and characters, the collision of characters and walls, the collision of characters and monsters, etc., all needConduct a collision detection to trigger a certain eventRecently, when trying to ma
Collision Detection Overview
Overview of the collision-detection–related functionality provided by the XNA Framework.
Collision detection is the process of determining whether objects to a game world overlap The XNA Framework pro
There are still many collisions in the game, such as the collision between roles and roles, the collision between roles and walls, and the collision between roles and monsters.Collision Detection to trigger certain eventsI recently used collision
There are several ways to do collision detection in the course of the game that you are developing:1. Add Collider to Unity onlyThis is the simplest one. After editing the skeletal animation in spine, import it into unity, so that the spawn bone can get the skeleton in spine and then add collider to the required bones. This method can also be used for simple collision
map to follow the main character movement, and how to use the Object layer.
In this part of the tutorial, we will introduce how to create a collision area in the map and how to use the tile attribute, if you collect game items and dynamically modify maps, How can you ensure that your ninja will not eat too much!
Therefore, let's continue with what we learned in the previous tutorial and make it more like a real game!Tiled map and
future. The third possibility means that the object will not collide at the frame, and the Separation Axis truly isolates the object. Therefore, no collision occurs between objects. The axisseparatepolygons () function will reflect this phenomenon and return the overlap or collision time. To distinguish the two, a negative value is returned when overlap is detected. If a
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Dream come true XNA (10)-Collision Detection of 3D Models
Author: webabcd
IntroductionXNA: Collision Detection of 3D models. Collision Detection Using the Bounding Sphere Algorithm
ExampleDemonst
IntroductionThis article describes how to perform precise and efficient Collision Detection in 2D action games. Here, the collision is based on Polygon rather than on the genie. The two are designed differently. The collision detection based on the genie is completed by over
Collision DetectionTime limit:5000/1000 MS (java/others) Memory limit:32768/32768 K (java/others)Total submission (s): 1207 Accepted Submission (s): 367Problem Description in physical simulations, video games and computational geometry, collision detection involves ALG Orith
Http://bbs.vrchina.net/viewthread.php? Tid = 5196 extra = Page % 3d1OSG Collision DetectionCollision Detection involves various aspects of virtual simulation. Here I mainly introduce two applications:1. Determine whether the camera is in conflict with the previous object.The basic principles are as follows:First, determine the old and new positions of the camera (the new position here is a new position whe
Recently, a small game about shooting requires pixel-level collision detection. The hittestobject provided by as3 obviously cannot meet the needs. I searched the internet and dug two good articles at 9ria:
Sharing an ultra-efficient collision detection class for Irregular Objects ~~
[LII] ultra-efficient
ObjectiveIn the DirectX SDK, the correlation function for collision detection is in xnacollision.h. Now, however, the previously implemented correlation functions have been transferred to the Windows SDK DirectXCollision.h and are in namespace DirectX. This consists mainly of four bounding boxes (bounding Volumes), and is implemented in the form of classes:
Boundingsphere class-Surround ball (bound
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