Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

Precision Problems with bouding sphere

$
0
0
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;

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>