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Using JigLibX just for collision testing

Jan 5, 2008 at 1:41 AM
Hi.
This engine is just amazing, just what I have been looking for. However, I (and properly other people to) only need the collision part of the engine since many games don't require advanced physics (just collision testing). I have tried to modify the sample to test if a Box is colliding with a TriangleMesh. I am not using the PhysicsSystem class (since I don't need physics) so collision doesn’t just happen automatically. I have tried to use the CollDetectBoxStaticMesh.DoOverlapBoxTriangleTest method to see if my box and my mesh where colliding, but some of the parameters that the method takes (CollDetectInfo info and CollisionFunctor collisionFunctor) makes no sense to me.
Have anyone managed to use JigLibX just for collision testing. And if you did, how did you do it?
Jan 13, 2008 at 8:52 PM
Hi Stefan...

yes, see the post "How do to use JigLIbX only to collision detection" more above...