I tried to make two spheres with bounding sphere to detect collision so they stop when they collide. But it seems that im having a precision issue. They stey stuck together because of small decimal keeping it stuck. Is there a way around this? Since they are in a 3d space, adding or subtracting a little off seems impossible and expensive. How can I solve these precision issues?
The code I used.
oldleftright = leftright, oldupdown = updown;
if(GetAsyncKeyState(VK_RIGHT))
leftright += 0.0001;
if(GetAsyncKeyState(VK_LEFT))
leftright -= 0.0001;
if(GetAsyncKeyState(VK_DOWN))
updown -= 0.0001;
if(GetAsyncKeyState(VK_UP))
updown += 0.0001;
collide = test.Intersect(test2);
if (collide)
{
leftright = oldleftright;
updown = oldupdown;
}
collide = false;
↧