4 ms·
Capsule-capsule overlap can be detected by treating the capsules as line segments with radius/thickness. But I think you need something more complicated than ca
by qwery 2y ago
Capsule-capsule overlap can be detected by treating the capsules as line segments with radius/thickness.
But I think you need something more complicated than capsule-capsule intersection to truly solve the problem (continuous collision detection between dynamic objects).
The Rapier project and its documentation[0] might be of interest to you. Rapier has a more sophisticated CCD implementation than most (popular in gamedev) physics engines.
> Rapier implements nonlinear CCD, meaning that it takes into account both the angular and translational motion of the rigid-body.
[0] https://rapier.rs/docs/user_guides/rust/rigid_bodies#continuous-collision-detection https://rapier.rs/docs/user_guides/rust/rigid_bodies#continu...
- Animats 2y agoI haven't worked on collision detection since the 1990s. But convex hull collisions are very fast with GJK. And the space swept by translating a convex hull is itself a convex hull. So continuous collision detection (no fly-through) is possible that way. But that's usually overkill. Objects that move more than their own dimension in one frame time are usually bullets, and those should get special handling.