I'm very new to any type of collision detection. How is the per-triangle intersection test accomplished?
Type: Posts; User: thisismatt
I'm very new to any type of collision detection. How is the per-triangle intersection test accomplished?
I'm working on a special case collision detection where I have a cylinder that intersects some object in a scene. The cylinder can be considered a simple line, or actually two points that make up...
One other issue, unrelated - if I try to use glutEnterGameMode() I can enter and exit successfully, but in game mode full screen it won't go into 16 or 32bit color depth, only 8bit and it acts like...
n/m, I thought you were referring to a different issue.
I did manage to get it working, although it still seems like a hack way of doing it:
void mouseMove(int x, int y)
{
if(!warped)
{
Sorry, I know I'm a terrible programmer, but that doesn't seem to help with the issue I'm having :(
Basically what I have now for the function passed to glutPassiveMotionFunc is...(I know, not the best math for computing the rotation amount...maybe some tips on that too?):
void mouseMove(int...
I'm trying to work on a simple FPS style game (only aiming, no translational movements) and I'm having a hard time with getting the correct mouse interaction. Mainly I don't know how to set it up...
Sorry, I guess I should have stated I'd be doing it in OpenGL, too. Sure, I think the tip of the arrow could be represented as a point. I'd like to be able to test for collision against various...
Hopefully this isn't extremely complicated...maybe it doesn't require advanced collision detection techniques at all, I don't really know, so I'm looking for a general idea how I might go about it. ...