Box to Box Collisions?

Blitz3D Forums/Blitz3D Programming/Box to Box Collisions?

There are a hundred things I could use these for. And now there are several ways I can get them. I could use Tokamak, but I'm not keen. It's more than I need, and I don't really like Physics Packs. They always have a certain "feel" to them. They're like ready meals. All the ingredients are there but it just don't have that feel you like.

I could use ColDet. Don't know much about it yet, but I've downloaded the wrapper EliasT kindly wrote and I'm gonna have a look.

Or I could use MeshesIntersect(). I'm pretty sure it's fast on low poly meshes like cuboids, right?

Or maybe there's another way.

Speed is good, I like speed, but I'm also concerned about the amount of feedback I get ( collision points, normals, etc ) So any thoughts, considerations and recommendations would be appreciated.

MeshesIntersect() on invisible boxes is very fast.

You must do a quick EntityDistance() check first though for maximum speed, because there's no point doing the accurate box check if you're a million miles away :-)

i do it that way to and speed is great as boxes are only a few triangles and if your checking a distance and maybe if one box is moving too(which is alsi kinda what distance is doing).

Yeah, I have used MeshesIntersect in the past and although I didn't use boxes, I did use low poly proxy meshes and didn't run into any speed problems. Back in those early days of my coding experience, I didn't even use any distance checks.

But you don't get any feedback from MeshesIntersect() do you? For instance, you don't get the point of collision between two objects, right?

No, you don't get a position or normal for it. You can use the entity positions and sizes to get an approximate direction to do the collision response, however.

Whats a good algorythym to make the hit entity translate(move) in the right direction when it is hit?

(like snooker physics but in 3D)

I also dont know how to calculate the speed