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	<title>Comments on: XNA Collision Detection for 3D models &#8211; Part 1</title>
	<atom:link href="http://sharky.bluecog.co.nz/?feed=rss2&#038;p=108" rel="self" type="application/rss+xml" />
	<link>http://sharky.bluecog.co.nz/?p=108</link>
	<description>Home of the Air Legends game for Xbox 360 and Windows, Bionic Shark Studios, XNA game development &#38; other madness</description>
	<lastBuildDate>Sun, 22 Apr 2012 22:22:43 +0800</lastBuildDate>
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		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-150907</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:59:04 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-150907</guid>
		<description>Hi, and thanks.

I&#039;m not sure, but I did notice the creators.xna.com site now has a &lt;a href=&quot;http://creators.xna.com/en-US/sample/collision&quot; rel=&quot;nofollow&quot;&gt;sample on collision&lt;/a&gt; that includes an OrientedBoundingBox (i.e. not axis-aligned like the standed BoundingBox).

Take a look at it &lt;a href=&quot;http://creators.xna.com/en-US/sample/collision&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.  It&#039;s for XNA 4.0, but if it&#039;s XNA 3.1 your after, perhaps the BoundingOrientedBox.cs class could be ported over easily? 

Otherwise google for terms like non-axis alligned bounding box, oriented bounding box etc...</description>
		<content:encoded><![CDATA[<p>Hi, and thanks.</p>
<p>I&#8217;m not sure, but I did notice the creators.xna.com site now has a <a href="http://creators.xna.com/en-US/sample/collision" rel="nofollow">sample on collision</a> that includes an OrientedBoundingBox (i.e. not axis-aligned like the standed BoundingBox).</p>
<p>Take a look at it <a href="http://creators.xna.com/en-US/sample/collision" rel="nofollow">here</a>.  It&#8217;s for XNA 4.0, but if it&#8217;s XNA 3.1 your after, perhaps the BoundingOrientedBox.cs class could be ported over easily? </p>
<p>Otherwise google for terms like non-axis alligned bounding box, oriented bounding box etc&#8230;</p>
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		<title>By: Cupido</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-150902</link>
		<dc:creator>Cupido</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-150902</guid>
		<description>Hi, Great tutorial here for boundingsphere. Do u have a simple way to create a boundingbox for a model? Any example codes for it? Please help me as I already spent 1 full week on this topic. Thanks. :)</description>
		<content:encoded><![CDATA[<p>Hi, Great tutorial here for boundingsphere. Do u have a simple way to create a boundingbox for a model? Any example codes for it? Please help me as I already spent 1 full week on this topic. Thanks. <img src='http://sharky.bluecog.co.nz/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-143901</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Wed, 12 May 2010 04:04:42 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-143901</guid>
		<description>Thanks Dave.  :)</description>
		<content:encoded><![CDATA[<p>Thanks Dave.  <img src='http://sharky.bluecog.co.nz/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Dave</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-143899</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 12 May 2010 03:37:33 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-143899</guid>
		<description>Great.
This work fine, I&#039;m never using bounding boxes again, until I absolutly need them. Using bounding spheres is far quicker and if used correctly, accurate for collisions between round objects and straight objects.
Keep up the good  work!</description>
		<content:encoded><![CDATA[<p>Great.<br />
This work fine, I&#8217;m never using bounding boxes again, until I absolutly need them. Using bounding spheres is far quicker and if used correctly, accurate for collisions between round objects and straight objects.<br />
Keep up the good  work!</p>
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		<title>By: Shtivo</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-95263</link>
		<dc:creator>Shtivo</dc:creator>
		<pubDate>Wed, 14 Jan 2009 10:59:21 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-95263</guid>
		<description>Is this Sharky an architect tutor from Oxford Brookes??????????</description>
		<content:encoded><![CDATA[<p>Is this Sharky an architect tutor from Oxford Brookes??????????</p>
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		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-2453</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Mon, 12 Mar 2007 20:36:49 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-2453</guid>
		<description>No, I&#039;m not outputting any collision from the 3d editor.  Do you mean like some kind of low poly collision mesh?

As far as editors go, I built most of my model with Milkshape, but was having problems with that and export formats until I tried 3DStudio Max. That&#039;s what my model was exported with in the end, but I&#039;ve done no more work with 3DStudio Max since. I want to find a tool I can actually afford.

I really want to use the Softimage&#124;XSI Mod Tool.  It&#039;s free, powerful and relatively intuitive.  Just having some problems with its .x export at the moment.

See this thread...
https://creators.xna.com/forums/thread/1211.aspx</description>
		<content:encoded><![CDATA[<p>No, I&#8217;m not outputting any collision from the 3d editor.  Do you mean like some kind of low poly collision mesh?</p>
<p>As far as editors go, I built most of my model with Milkshape, but was having problems with that and export formats until I tried 3DStudio Max. That&#8217;s what my model was exported with in the end, but I&#8217;ve done no more work with 3DStudio Max since. I want to find a tool I can actually afford.</p>
<p>I really want to use the Softimage|XSI Mod Tool.  It&#8217;s free, powerful and relatively intuitive.  Just having some problems with its .x export at the moment.</p>
<p>See this thread&#8230;<br />
<a href="https://creators.xna.com/forums/thread/1211.aspx" rel="nofollow">https://creators.xna.com/forums/thread/1211.aspx</a></p>
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	<item>
		<title>By: Cogs</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-2451</link>
		<dc:creator>Cogs</dc:creator>
		<pubDate>Mon, 12 Mar 2007 20:27:10 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-2451</guid>
		<description>What 3d model editor are you guys using?
Are you outputting a collision from the 3d editor ?</description>
		<content:encoded><![CDATA[<p>What 3d model editor are you guys using?<br />
Are you outputting a collision from the 3d editor ?</p>
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	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-1842</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Wed, 21 Feb 2007 19:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-1842</guid>
		<description>I&#039;m guessing Microsoft are brewing up some goodies for the next release.  Here&#039;s hoping there&#039;ll be more support for more serious collision detection.  :p

I can appreciate how the technique used in this article would certainly be less effective in FPS style games.  The player tends to be a lot more aware of whether a shot should have hit or missed.  Sphere&#039;s are a bit two approximate for that - unless your character IS a sphere. (mental note to oneself: game idea #76. &quot;Pacman 2007&quot;)

;)</description>
		<content:encoded><![CDATA[<p>I&#8217;m guessing Microsoft are brewing up some goodies for the next release.  Here&#8217;s hoping there&#8217;ll be more support for more serious collision detection.  :p</p>
<p>I can appreciate how the technique used in this article would certainly be less effective in FPS style games.  The player tends to be a lot more aware of whether a shot should have hit or missed.  Sphere&#8217;s are a bit two approximate for that &#8211; unless your character IS a sphere. (mental note to oneself: game idea #76. &#8220;Pacman 2007&#8243;)</p>
<p> <img src='http://sharky.bluecog.co.nz/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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	<item>
		<title>By: RJ</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-1841</link>
		<dc:creator>RJ</dc:creator>
		<pubDate>Wed, 21 Feb 2007 19:04:58 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-1841</guid>
		<description>I was going to use  a model for a level but this means its impossible to implement the collision detection because I can&#039;t get at the verticies. How are you supposed to make a first person shooter in XNA?  I guess you can&#039;t.  The model which i use as a level is too detailed for me to attempt to add hundreds of boxes and spheres and to try and manage them myself would be a waste of effort.

I know having a model for a level is probably not the pro the way to do it but for a really simple game it would have worked fine because the 360 is quite powerfull. I was amazed at how well it was running actually the framerate is great even with an enormous model as a level.  Now I will have to try and build some kind of home brew level editor?

Perhaps I should stick to a 2d game until they finish xna. Or am I missing something big? I&#039;m very disapointed.</description>
		<content:encoded><![CDATA[<p>I was going to use  a model for a level but this means its impossible to implement the collision detection because I can&#8217;t get at the verticies. How are you supposed to make a first person shooter in XNA?  I guess you can&#8217;t.  The model which i use as a level is too detailed for me to attempt to add hundreds of boxes and spheres and to try and manage them myself would be a waste of effort.</p>
<p>I know having a model for a level is probably not the pro the way to do it but for a really simple game it would have worked fine because the 360 is quite powerfull. I was amazed at how well it was running actually the framerate is great even with an enormous model as a level.  Now I will have to try and build some kind of home brew level editor?</p>
<p>Perhaps I should stick to a 2d game until they finish xna. Or am I missing something big? I&#8217;m very disapointed.</p>
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	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=108&#038;cpage=1#comment-1441</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Thu, 08 Feb 2007 19:55:10 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=108#comment-1441</guid>
		<description>nice</description>
		<content:encoded><![CDATA[<p>nice</p>
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