Displacement and rotating polygon collision, two objects after the collision through each other, how to calculate the contact? How it can be more accurate separation?
Or in the next frame will collide, stop them through?
CodePudding user response:
Think of game development for the company before their own collision mechanism of pain, you can differential in each frame, make uniform calculation, and then set a increment
CodePudding user response:
reference 1/f, blood moon cloud repair response: think of game development for the company before their own collision mechanism of pain, you can differential in each frame, make uniform calculation, then it is good to set a incremental Not very know what you mean, please say understand some, I a small white, CodePudding user response:
Using the physics engine CodePudding user response:
It is a good suggestion, I am terribly sorry but I seem a little persistence CodePudding user response:
The reference 4 floor gwxs5 reply: it is a good suggestion, but I seem a little perseverance, is really sorry Even with 100% physics engine and no way to prevent this situation, such as speed too fast CodePudding user response:
reference 5 floor WJN92 reply: Quote: refer to 4th floor gwxs5 response: It is a good suggestion, I am terribly sorry but I seem a little persistence Even with 100% physics engine and no way to prevent this situation, such as speed fast Too fast even monitoring collision detection not to come out, there is no % 100 will solve the problem, but I seem to have found a way to solve the thank you CodePudding user response:
Doing 3 d collision detection, to answer, roughly there are two ways, namely the way of geometry and algebra way, 1. Geometry, separation axis theorem, the two direction detection, can detect when a collision, you can view the BOX2D code immediately, 2. The algebraic approach, using the LCP (linear complementary) to detect, the distance of the closest point can be calculated,