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Genesis3D Open Source Project

geWorld_ModelCollision
Fix Source Code
release 1.0
for the Genesis3D Open Source Engine
by Michael R. Brumm

    There are known bugs in Genesis3D (both 1.0 and 1.1) geWorld_ModelCollision which causes it to sometimes ignore collisions with actors, and return inconsistent results. Collectively, these bugs comprise what has been called the "model collision problem".

    The original Genesis3D team indicated that the geWorld_ModelCollision API call was abandoned (or at least unsupported), and that the only working way to test for collisions during world model animation was to generate an axially aligned bounding box of the world model and then use geWorld_Collision. This was an ugly hack into which many developers were forced.

    With the fixes I have provided, geWorld_ModelCollision is completely useable and has return results consistent with geWorld_Collision.

    Using geWorld_ModelCollision for collision detection is FAR better than using axially aligned bounding boxes for world models. It is not much more CPU intensive than using geWorld_Collision, unless the geometry of your world model is very complex. It is an ABSOLUTE MUST if your world model rotates or is not a rectangular prism.
     

    For more information on the Genesis3D open source engine, visit:
    http://www.genesis3d.com/

    This source code is copyright and legally protected. View the Genesis3D License for complete information.
     

    Download the geWorld_ModelCollision Fix Source Code
    around 7KB
    Released October 11, 2000

 

 

 

All Material Copyright © Michael R. Brumm