typer
2004.01.07, 12:34 AM
:mad: I'm now working with ellipsoids, a step up from bounding spheres, and i keep running into my old problem:
ill slide along my wall just fine for a time peroid for about 1 to 5 seconds, inluding around corners, and then ill slip through the wall.
When I implement the very basics of collision detection, being just stopping when too close, that allways works always, 100%, even with my ellipsoid radius.
Then, to slide, i push back my position(my position with the velocity vector added to it)i push back my position by the amount of space needed to keep my radius clear of the wall in the direction of my collision normal.
and then i always seep into the wall at some point.
any ideas?
has this happened to you?
ill slide along my wall just fine for a time peroid for about 1 to 5 seconds, inluding around corners, and then ill slip through the wall.
When I implement the very basics of collision detection, being just stopping when too close, that allways works always, 100%, even with my ellipsoid radius.
Then, to slide, i push back my position(my position with the velocity vector added to it)i push back my position by the amount of space needed to keep my radius clear of the wall in the direction of my collision normal.
and then i always seep into the wall at some point.
any ideas?
has this happened to you?