Quote: bool AABBIntersect(const Vector& mina, // min vector of boxa const Vector& maxa, // max vector of boxa const Vector& minb, // min vector of boxb const Vector& maxb, // max vector of boxb Vector& ncoll, // normal of collision. There's still more work to be done, like. By that I mean the player can move accordingly to the terrain below.
#Detecting collision java lwjgl update
The height map is used to set the height of the vertices that compose the triangles that form. For this update I've added vertical collision.
If you recall from previous chapter, a terrain is composed by blocks, and each of those blocks is constructed from a height map. It is a pretty short tutorial, but for a more in-depth guide on collision detection there are some links at the bottom of the tutorial. java libgdx Exception in thread 'LWJGL Application' .GdxRuntimeException: OpenGL is not supported by the video driver. If your boxes intersect, the direction of the hit will be where the intersection along the X, Y, or Z axis are minimum. Once we have created a terrain the next step is to detect collisions to avoid traversing through it. The final part of my LWJG元 tutorial is done, this time it is about adding game logic and handling collision detection. For 3D boxes, you have 6 faces, so 6 potentential hit direction.