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Thread: [MX]Collision detection in 3d perspective

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  1. #5
    Senior Member
    Join Date
    Sep 2004
    Posts
    633
    There is nothing improper or sloppy about what I described.

    What is improper is using 10 times the required code to do the same thing that can be done in a much simpler way, as it would be in original poster's example ( baseball / bat collision ).

    Proper is whatever works.

    You should google Raycasting. I hear thats what they use for most 3d games these days.
    If he has to ask, how to check for 3D collision, don't you think it's a bit too much.

    Nothing wrong with learning all these things, but they are not necessary for what he's asking. And in case of racing, do you want to have a game with "proper" collision detection that because of that can only handle 2-3 cars at a time and crawls along like most flash racers we see, or do you want to have something that feels fast and gets by on slightly "improper" collision detection?
    Last edited by MikeMD; 06-13-2008 at 11:23 PM.

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