Question

DirectX and C# - collision detection

Asked by: kerguelen

I am putting together a game in C# and DirectX 9.0.

So far so good. But I have hit a road block I can't get past:

1. I'm not sure how to do collision detection. None of the SDK samples explain this.

Any help would be appreciated.


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Asked On
2003-06-30 at 11:07:23ID20664489
Tags

collision

,

detection

,

directx

Topic

DirectX Graphics & Game Programming

Participating Experts
3
Points
250
Comments
5

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Answers

 

by: giuseppemagPosted on 2003-09-18 at 05:13:31ID: 9385552

Do this: since you are probably trying to get leading edge performance for your 3d game, you'll have to divide your level in a tree, where each node is made up by a mesh: you render each node only if it is visible or not too far. To perform the collision detection on each mesh, you have to:
-find in which mesh you are;
-using I3DXIntersect determine wether a ray starting from the character position and going down (0, -1, 0 is the direction) intersects that mesh;
-then you will want to check also other rays, for example the direction you are moving towards;

 

by: ennetworksPosted on 2003-12-23 at 22:19:25ID: 9995388

Hi there,

Would you like to join me ??

I'am Also creating a 3D Engine Using C# & DirectX 9.0 ....

My current Engine can Do:
-Work in customized Fullscreen or window mode.
-Input readings from mouse and keyborad.
-Draw 2D maps on screen and as billborads.
-A console like Quake's (Only reads inputs, Still no commands to work)
-Can load .X files with texutres.
-Code is clean and readable.

plz contact me on:   ennetws@hotmail.com.

 

by: RageDBLPosted on 2004-01-06 at 16:51:58ID: 10057795

RageDBL:

I can help you, I can point you to some very valuable sources AND I have done it myself.

First of all, do some internet searching. Try www.gamedev.net . You are very likely to find answers there.
Look for an article titled "Collision Detection Using Epsilloids". This article goes over almost everything to 3D collision detection. At gamedev there is an entire section devoted to collision detection in 2D and 3D. Be warned=there is alot of math involved in 3D collision detection, but as long as you have a basic understanding of Algebra 1 and Geometry (not too much), you'll have no problem understanding how and why it works.
Also check out www.flipcode.com . They have some stuff about collision detection too.
Using these two sources, I figured out 3D collision detection. I figured out 2D collision detection in my first year of programming (when I was using Qbasic 5.0 - and by the way I can make that thing do things you never thought you would see (like a game that looks like Pokemon for GameBoy)). 2D collision detection is alot easier than 3D. In fact, you can sometimes use 2D collision detection in 3D environments, you just do it on two planes, but there's an easier way:

If you know the distance formula ( d = square root of (  (x2-x1)^2 + (y2-y1)^2 + (z2-z1)^2  ) ), you can compare the distance of two objects, given their radiuses (yes, you must use a sphere to define the bounds of your object), you find the distance between the centers, and, if the distance = radius of object 1 + radius of object 2 or less, then their bounding spheres overlap (a collision occured). This method only works with objects though, not walls that could be polygons or stuff. There is a similar method for bounding boxes.
For two given bounding boxes (cubes, for that matter - defined by two 3D points (on opposite corners) ) : Find out if they intersect eachother (test each one of the defining points with the two points of the opposite object). This will also tell you if two objects with bounding boxes intersect.
Both of these methods can be used for VERY basic collisions (like in asteroids). It's a start, but you might want to look at the two internet resources I gave, they contain more complete explainations, and for free.

I don't particularly care if I get points because you'll find this info everywhere (I mean EVERYWHERE), so I can't say I've explained it the best. Knowledge is free, and freely given. But on experts-exchange, we do it to use thier server ( which is the reason I'm not some sort of rebel against the restriction of knowledge here). Thanx for your time anyways.

.`.`.`.`.RageDBL.`.`.`.`.

20120131-EE-VQP-002

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