I was attempting to use “coldet” for a game I am working on. But I find that the Collision Points that are returned arent what Im looking for. I am looking for the point to a depth of penetration within the object.
Here is my idea for my collision workings. Let me know if you think this would be fast enough and reliable.(On a side note: I am working with (deformable) models. So (coldet) wouldnt work for this either.)
Items are set up like this. Most items are very very very low Poly. And each Vert that makes them up is setup in and index, (so duplicates are dropped out compleatly). Also they are surrounded in a bounding sphere (for initial checks).
Now to test against a wall. I would do this. I would first check the distance between the sphere and the wall. If it passed that test. I would then find the distances to the wall for all the verts in the model. And depending on what was one was negative (behind the wall). I have my collision pt. This would work on deformable items, Plane collisions, sphere collisions, and with some redisigning, it could also work for model to model collisions.
My major issue is this. It would require a sqrt for EVERY vert (about 10-30 per object), plus the initial sphere check. Plus the normal multiplying and diving and so on.
Do you think this would be a fast enough method to do at 60fps with everything else that has to happen?
(I ask this because I REALY REALY want this game to have very interactive worlds. Instead of this Yeah its a wall, and another wall) And to have interactive worlds, you must have GREAT Collion Detection, cause I hate it when Things fall through walls.
Let me know what you think, thanks.