[Bf-committers] collisions detection without gameengine

Francesco Zoffoli makers.f at gmail.com
Wed Apr 18 22:13:45 CEST 2012


Are performances a problem?

Do you have very fast/small objects? (otherwise, tunnelling may be a
problem)

If no, i think it is simpler to just write a python script.
I think you can set up a callback to be called each frame change.

In this script you just check with a simple AABB collison
check<http://www.opentk.com/node/869>which pair of meshes' bounding
box collide, and then perform a vertex check
for the two meshes(in this case, you can export the list of vertices of the
2 objects, and then feed them to a small program that just read them, sets
up the bullet physic world, and run the bullet simulation. Or you can write
it in python, but if you have convex shapes this can be a bit tricky.), and
update the two vectors. The ammount of thing to learn should be less than
changing blender code, especially since you don't know c/c++, but this is
an hack, and wouldn't work for complex scenarios..


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