3D inequalities

Robotoer

Member
Nov 9, 2004
39
0
0
I'm creating a computer game. For this game, I need a way to tell if a point is with in a 3D shape. How would i create something that would be able to test if the point was within the 3D figure: ex. in 2D graphs, inequalities act as the borders of a shape. so for a point to be in a 2D shape, it would have to be the solution of all the boundaries.
 

chuckywang

Lifer
Jan 12, 2004
20,133
1
0
It's harder for a 3D shape. A point is a 0D shape. So, in 2D, inequalies work cause you're trying to bound a 0D shape in a 2D environment. In 3D, it's harder because you're trying to bound a 0D shape in a 3D environment. (you can use inequalities if you're trying to bound a 1D shape in a 3D environment)
 
Jan 31, 2002
40,819
2
0
Toss the third dimension into your equations. Replace (Formula representing bounding lines) with (Formula representing bounding planes) - and you now have three sets of upper/lower tests to do vs. two.

If you're trying to code collision detection, start with simple bounding-boxes (or cylinders, spheres, etc depending on shape) and work up. Sounds to me like you're trying to code locational impacts, and that's not easy.

Might also want to cross-post this in software. It's 90% "OMGWTFBBQHALO2" right now, but there's still a devoted team of coders that lurks.

- M4H
 

Goosemaster

Lifer
Apr 10, 2001
48,775
3
81
Originally posted by: MercenaryForHire
Toss the third dimension into your equations. Replace (Formula representing bounding lines) with (Formula representing bounding planes) - and you now have three sets of upper/lower tests to do vs. two.

If you're trying to code collision detection, start with simple bounding-boxes (or cylinders, spheres, etc depending on shape) and work up. Sounds to me like you're trying to code locational impacts, and that's not easy.

Might also want to cross-post this in software. It's 90% "OMGWTFBBQHALO2" right now, but there's still a devoted team of coders that lurks.

- M4H

Exactly. THe problem is that with only simple shapes you get simple results unless you are a regular-polygon fanatic.

As things get more complicated I guess you could to use tripple integrals and such to find the volume and use parametric equations to find the position if the object is moving....

wow..this sounds so nasty...
 

bdjohnson

Senior member
Oct 29, 2003
748
0
0
Originally posted by: Nik
Great first post, but wrong forum. Learn fast and learn well, noob.

OT is the best for quick questions and you know it. Even if it isn't really for specific things like 3d stuff.
 

silverpig

Lifer
Jul 29, 2001
27,703
11
81
Originally posted by: Nik
Great first post, but wrong forum. Learn fast and learn well, noob.

Holy damn you're a pain in the ass... and you post in the wrong forum all the time.
 
Jan 31, 2002
40,819
2
0
Originally posted by: Goosemaster
Originally posted by: MercenaryForHire
Toss the third dimension into your equations. Replace (Formula representing bounding lines) with (Formula representing bounding planes) - and you now have three sets of upper/lower tests to do vs. two.

If you're trying to code collision detection, start with simple bounding-boxes (or cylinders, spheres, etc depending on shape) and work up. Sounds to me like you're trying to code locational impacts, and that's not easy.

Might also want to cross-post this in software. It's 90% "OMGWTFBBQHALO2" right now, but there's still a devoted team of coders that lurks.

- M4H

Exactly. THe problem is that with only simple shapes you get simple results unless you are a regular-polygon fanatic.

As things get more complicated I guess you could to use tripple integrals and such to find the volume and use parametric equations to find the position if the object is moving....

wow..this sounds so nasty...

The third dimension is a bitch. It's much more fun to enjoy "curved surfaces" in real life then try to properly represent them on-screen.

- M4H
 

Robotoer

Member
Nov 9, 2004
39
0
0
yeah the third dimension is going to be hard... but i do hate it when in games, you touch an enemy and you clip right through them. and also, the game i'm making is supposed to have really good physics, so that is necissary. one last question. even with inequalities, how are shapes with concave portions to them going to work?
 

Goosemaster

Lifer
Apr 10, 2001
48,775
3
81
Originally posted by: MercenaryForHire
Originally posted by: Goosemaster
Originally posted by: MercenaryForHire
Toss the third dimension into your equations. Replace (Formula representing bounding lines) with (Formula representing bounding planes) - and you now have three sets of upper/lower tests to do vs. two.

If you're trying to code collision detection, start with simple bounding-boxes (or cylinders, spheres, etc depending on shape) and work up. Sounds to me like you're trying to code locational impacts, and that's not easy.

Might also want to cross-post this in software. It's 90% "OMGWTFBBQHALO2" right now, but there's still a devoted team of coders that lurks.

- M4H

Exactly. THe problem is that with only simple shapes you get simple results unless you are a regular-polygon fanatic.

As things get more complicated I guess you could to use tripple integrals and such to find the volume and use parametric equations to find the position if the object is moving....

wow..this sounds so nasty...

The third dimension is a bitch. It's much more fun to enjoy "curved surfaces" in real life then try to properly represent them on-screen.

- M4H



mmm.......baby.....your ass is more beautiful and roundthan than (x^2 + y^2 = z^2 ) /2
 

Goosemaster

Lifer
Apr 10, 2001
48,775
3
81
Originally posted by: Robotoer
yeah the third dimension is going to be hard... but i do hate it when in games, you touch an enemy and you clip right through them. and also, the game i'm making is supposed to have really good physics, so that is necissary. one last question. even with inequalities, how are shapes with concave portions to them going to work?

Perhaps they just use other deminsions like making a 3d parabola with z as the orthogonal axis or y or x...pick as many letters as you want... but limit them to x,y, and z
 
Jan 31, 2002
40,819
2
0
Originally posted by: Robotoer
yeah the third dimension is going to be hard... but i do hate it when in games, you touch an enemy and you clip right through them. and also, the game i'm making is supposed to have really good physics, so that is necissary. one last question. even with inequalities, how are shapes with concave portions to them going to work?

Take the equation of the shape that's forming the concavity and use that.

In all seriousness, start with the bounding boxes and simple shapes and work up. Not trying to call you stupid or put down your coding skills - but you're trying to undertake one of the most difficult tasks right from scratch.

Make a post in Software with more background. I'm intrigued.

- M4H
 

Goosemaster

Lifer
Apr 10, 2001
48,775
3
81
Originally posted by: MercenaryForHire
Originally posted by: Robotoer
yeah the third dimension is going to be hard... but i do hate it when in games, you touch an enemy and you clip right through them. and also, the game i'm making is supposed to have really good physics, so that is necissary. one last question. even with inequalities, how are shapes with concave portions to them going to work?

Take the equation of the shape that's forming the concavity and use that.

In all seriousness, start with the bounding boxes and simple shapes and work up. Not trying to call you stupid or put down your coding skills - but you're trying to undertake one of the most difficult tasks right from scratch.

Make a post in Software with more background. I'm intrigued.

- M4H

Yeah,.

By the way, as a kid ( I don't know how old you are ) , I did the WORST THING ONE COULD EVER DO WHEN INTERESTED IN MAKING games...I downloaded Poser...

Urgh...so many tireless nights trying to make the models have sex with each....what a waste....
 

Robotoer

Member
Nov 9, 2004
39
0
0
i'll post in software tomorrow. I'm also working on a site for my game. I'll have forums there also.
 
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