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GameEngine Collision Detection

Name: Snake4D 2011-12-24 8:28

I had a thought while ago. I read about bitBoard and I was curious, could be the concept be applied in 3D?

What I mean is to use a 3D matrix of boolean value, which correspond to the voxels. So that one could use the and, or, not, ecc bit operations to calculate if a position for example is occupied or not.

for example let's consider the two objects (represented by 1's):
object1 object2 result: no collison

0000000000   0000000000   0000000000
0001110000   0000000000   0000000000
0001110000 & 0000000000 = 0000000000
0001110000   0000000011   0000000000
0000000000   0000000011   0000000000
0000000000   0000000000   0000000000


would it be useful? Are there already games that uses this trick?

Name: Anonymous 2011-12-24 19:48

>>16
You're obviously out of your league. Skeletal animation can be described in terms of cellular automata! It's a bunch of bone vertex weights (cells) and they influence their adjacent vertices through what's known as vertex tweening, which are just some simple rules using linear algebra. No infinite sets, not infinitesimals, no non-computable real numbers. If did use any of those, making it non-implementable in Turing-equivalent computers, the past couple of decades of 3D games would be vastly different.

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