Questions about Tools::CollisionCollideContinue

Frenetic

29-03-2007 13:04:55

Hello!

I want to integrate OgreNewt into an existing engine (that uses Ogre and some of my own collision code).

I have some questions about CollisionCollideContinue, which seems like my ticket. Sorry if these are newbie questions. I tried searching for this function and the Newton equivalent, but nothing came up. I also can't register on the Newton forums because it says all gmail.com addresses are banned, so I'll try here. Also, I did read the Newton docs on NewtonCollisionCollideContinue.

- Main question: If objects move extremely fast in one call to this function, will they not necessarily collide? If so, is there any easy way to extrude the geometry of objects whose velocity vector is larger than their radius?

- What unit are the velocity and omega values? Units per second? Something else?

- When using this function, does Newton rely on consistent timing internally, or are the time values just used for discrete extrapolations when the function is called? I ask because I may run this in a client/server environment where inconsistent time values may be used.

- Any idea if using this function for simple collision detection (not a physics simulation proper) will incur significant overhead over using simpler algorithms?

- Any other advice that seems applicable is welcome! I've taken a "roll my own" approach for a lot of physics (most of it 2D) and I'm not hip on modern physics software designs and idioms, but obviously there are huge benefits to using a package like Newton, especially when on a time budget.

Thanks in advance. :)