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| Collision detection algorithm/code/tutorial [SDL, OGL, C++] http://www.ferrousmoon.com:80/forums/viewtopic.php?f=45&t=1382 |
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| Author: | adam_0 [Sat May 31, 2008 12:24 am ] |
| Post subject: | Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Hello all, I'm trying to find a collision detection algorithm or tutorial or something and I can't find squat. I know there's tons of stuff out there, but I'm generally not good with Google searches. I checked GameDev.net but couldn't find anything that worked. All help is appreciated. |
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| Author: | prophile [Sat May 31, 2008 6:46 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
2D or 3D? |
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| Author: | adam_0 [Sat May 31, 2008 10:11 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Gah! 3D. (I could'a' swore I put that in the first post!) |
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| Author: | prophile [Sat May 31, 2008 10:11 pm ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Best to go with a preexisting physics engine. I highly recommend PAL with ODE. |
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| Author: | adam_0 [Sun Jun 01, 2008 1:08 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
I downloaded PAL and ODE and then it told me to use some crazy Unix thing to install it, and I can't figure out how in the heck to do it. Am I downloading from the wrong location, or am I just not understanding what they're trying to tell me? |
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| Author: | prophile [Sun Jun 01, 2008 5:13 pm ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
ODE and PAL both have xcode projects. |
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| Author: | adam_0 [Sun Jun 01, 2008 10:36 pm ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Quote: ODE and PAL both have xcode projects.
Then they must not be standard, because I can't find any projects on my computer, either what I downloaded or on the hard drive.(i.e., link?) |
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| Author: | prophile [Mon Jun 02, 2008 6:30 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
*shrug* You can easily put together an xcodeproj for PAL, and as for ODE, if you don't like it, swap in another physics library. That's the beauty of PAL. |
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| Author: | adam_0 [Mon Jun 02, 2008 10:21 pm ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
PAL is 100 files! I add that to my project and I'll be lost trying to figure out what the heck I'm supposed to do. What do you do? |
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| Author: | Tycho [Tue Jun 03, 2008 1:08 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Not to rain on your parade, but if you can't figure this out, perhaps you have bit off a bit more than you can chew? |
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| Author: | eddieringle [Tue Jun 03, 2008 6:27 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
I'm still a beginner, and if I were to start a project like this I'd be discouraged for awhile when I realize it's too much. |
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| Author: | adam_0 [Tue Jun 03, 2008 9:18 am ] |
| Post subject: | Re: Collision detection algorithm/code/tutorial [SDL, OGL, C++] |
Quote: Not to rain on your parade, but if you can't figure this out, perhaps you have bit off a bit more than you can chew?
This is actually what I need for the next step in my programming. The problem is, I can't figure out how to make frameworks (and I would stick the files in one, but it's (Xcode) confusing me badly).I just thought that maybe I could put all the files in a subfolder in Xcode - it would work, just it wouldn't be as neat as a framework, and I'd have to add the files to each project. *goes and tries it* That's an interesting way to do it... I still don't understand how to use it, though. Anybody have a tutorial they would be willing to link? Quote: I'm still a beginner, and if I were to start a project like this I'd be discouraged for awhile when I realize it's too much.
It's a lot harder for me because I have finals week next week in school, so I'm trying to do a hundred different things and then add this into it. The point is to stick with it, though, and get it done. It's taken me a few months what a full-time programmer could have done in weeks, but I think I'm making a lot of progress considering what else I have to do in Real Lifeā¢.
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