Testouille Posted June 7, 2015 Share Posted June 7, 2015 Hello guys,I just wanted to know what's the best way to check with 100% accuracy for collisions in ThreeJS ?I'm new, but I'm not afraid of long formulas or bad documented code. As I found nothing, I was wondering about implementing sphere-sphere collisions (easy), then sphere-face collisions (I can do sphere-plane collisions easily, don't know about sphere-face), and finally then face-face collisions (I can do plane-plane collisions easily, don't know about face-face).A little optimisation would be to check only collisions with faces which normals are opposed. But coding all of this takes time, so I was wondering if someone already made such a thing. (And I think so, else, it would be very disturbing) Thanks for your answers ! Quote Link to comment Share on other sites More sharing options...
lo.th Posted June 9, 2015 Share Posted June 9, 2015 why don't use physics engine here my engine : OIMOfor more shape support AMMOor the very good CANNON ponk 1 Quote Link to comment Share on other sites More sharing options...
Testouille Posted June 10, 2015 Author Share Posted June 10, 2015 Physics engine look too heavy when I just want collision detection ^^ Quote Link to comment Share on other sites More sharing options...
lo.th Posted June 10, 2015 Share Posted June 10, 2015 not really if you use only one collision oimo is 152 ko and keep low cpu use Quote Link to comment Share on other sites More sharing options...
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