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	<title>Comments on: XNA Collision Detection for 3D models &#8211; Part 2</title>
	<atom:link href="http://sharky.bluecog.co.nz/?feed=rss2&#038;p=119" rel="self" type="application/rss+xml" />
	<link>http://sharky.bluecog.co.nz/?p=119</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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		<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140846</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 23 Mar 2010 22:35:02 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140846</guid>
		<description>&lt;p&gt;no problem.&lt;/p&gt;
&lt;p&gt;Actually to test the exported model itself you could just take my sample, and substitute your FBX model into it to see the spheres.&lt;/p&gt;
&lt;ul&gt;
	&lt;li&gt;Add it to the Content\Meshes&lt;/li&gt;
	&lt;li&gt;Add a texture file with a matching name in Content\Textures.&lt;/li&gt;
	&lt;li&gt;Add a really simple XML file with matching name into the MeshInfo folder. something with just one BoundingPart with xyz&#039;s=0.5, 0.5, 0.5 and w=1.0&lt;/li&gt;
	&lt;li&gt;Change the line of code that defines which model it loads. &lt;code&gt;private string _modelContentName = &quot;TutorialPlane&quot;;&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;... and voila, you should see what XNA&#039;s derived sphere looks like.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>no problem.</p>
<p>Actually to test the exported model itself you could just take my sample, and substitute your FBX model into it to see the spheres.</p>
<ul>
<li>Add it to the Content\Meshes</li>
<li>Add a texture file with a matching name in Content\Textures.</li>
<li>Add a really simple XML file with matching name into the MeshInfo folder. something with just one BoundingPart with xyz&#8217;s=0.5, 0.5, 0.5 and w=1.0</li>
<li>Change the line of code that defines which model it loads. <code>private string _modelContentName = "TutorialPlane";</code></li>
</ul>
<p>&#8230; and voila, you should see what XNA&#8217;s derived sphere looks like.</p>
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		<title>By: mike rothery</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140843</link>
		<dc:creator>mike rothery</dc:creator>
		<pubDate>Tue, 23 Mar 2010 21:44:44 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140843</guid>
		<description>... your reply hadn&#039;t come up when was typing lol 

cheers for input</description>
		<content:encoded><![CDATA[<p>&#8230; your reply hadn&#8217;t come up when was typing lol </p>
<p>cheers for input</p>
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	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140842</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 23 Mar 2010 21:41:51 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140842</guid>
		<description>&lt;p&gt;the other possibility is the exported model could be at fault. XNA ContentPipeline is simply deriving the BoundingSphere from the exported model.&lt;/p&gt;
&lt;p&gt;So with Debug rendering of the spheres you could check the sphere represents the extent of your model&#039;s geometry, and is not wildly different.&lt;/p&gt;
&lt;p&gt;The modeling tool/export you use may be exporting Camera/lighting objects etc... as part of the FBX and confusing things perhaps?&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>the other possibility is the exported model could be at fault. XNA ContentPipeline is simply deriving the BoundingSphere from the exported model.</p>
<p>So with Debug rendering of the spheres you could check the sphere represents the extent of your model&#8217;s geometry, and is not wildly different.</p>
<p>The modeling tool/export you use may be exporting Camera/lighting objects etc&#8230; as part of the FBX and confusing things perhaps?</p>
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	<item>
		<title>By: mike rothery</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140841</link>
		<dc:creator>mike rothery</dc:creator>
		<pubDate>Tue, 23 Mar 2010 21:40:37 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140841</guid>
		<description>can i also offer my graphics to you (free of charge),

would be great to have such a chance, though if thats your own plane not only hats off; as i think its cool, but can understand why you don&#039;t want mine :P 

again take care my man</description>
		<content:encoded><![CDATA[<p>can i also offer my graphics to you (free of charge),</p>
<p>would be great to have such a chance, though if thats your own plane not only hats off; as i think its cool, but can understand why you don&#8217;t want mine <img src='http://sharky.bluecog.co.nz/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  </p>
<p>again take care my man</p>
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	</item>
	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140840</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 23 Mar 2010 21:37:31 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140840</guid>
		<description>&lt;p&gt;LOL.&lt;/p&gt;
&lt;p&gt;Hmmmm.... puzzling.&lt;/p&gt;
&lt;p&gt;Best bet is being able to visualize what these BoundingSpheres look like.
If you look at my sample I have a code for rendering the spheres.
See you if you can hack that into your code. It might give you a clue as to what&#039;s going wrong. Like, are they too big?  in the wrong place? etc...&lt;/p&gt;
&lt;p&gt;Debug rendering stuff is great when you&#039;ve got it working.  But while I was debugging that I was not always sure if it was my debug rendering code at fault, or truly the Spheres.  I got it working in the end, so perhaps you could try that too.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>LOL.</p>
<p>Hmmmm&#8230;. puzzling.</p>
<p>Best bet is being able to visualize what these BoundingSpheres look like.<br />
If you look at my sample I have a code for rendering the spheres.<br />
See you if you can hack that into your code. It might give you a clue as to what&#8217;s going wrong. Like, are they too big?  in the wrong place? etc&#8230;</p>
<p>Debug rendering stuff is great when you&#8217;ve got it working.  But while I was debugging that I was not always sure if it was my debug rendering code at fault, or truly the Spheres.  I got it working in the end, so perhaps you could try that too.</p>
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	<item>
		<title>By: mike rothery</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140837</link>
		<dc:creator>mike rothery</dc:creator>
		<pubDate>Tue, 23 Mar 2010 21:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140837</guid>
		<description>thanks for the swift reply,
 unfortunately i am not scaling all of that is done within maya before exporting it as a suitable fbx file, quite the ball ache as it&#039;s a case of trial and error lol, if you have any other ideas would be great however thanks for even taking the time, glad to see masters of xna willing to help us beginners.

take care</description>
		<content:encoded><![CDATA[<p>thanks for the swift reply,<br />
 unfortunately i am not scaling all of that is done within maya before exporting it as a suitable fbx file, quite the ball ache as it&#8217;s a case of trial and error lol, if you have any other ideas would be great however thanks for even taking the time, glad to see masters of xna willing to help us beginners.</p>
<p>take care</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sharky</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140834</link>
		<dc:creator>Sharky</dc:creator>
		<pubDate>Tue, 23 Mar 2010 20:30:53 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140834</guid>
		<description>&lt;p&gt;Hi Mike.&lt;/p&gt;
&lt;p&gt;This is the first time I&#039;ve actually looked at the &quot;60 mins&quot; tutorial, but here&#039;s a thought to consider...&lt;/p&gt;
&lt;p&gt;Do you scale you models when you draw them at all?&lt;/p&gt;
&lt;p&gt;In the their tutorial they don&#039;t appear to be scaling their model when it draws.  So their mesh&#039;s BoundingSphere.Radius will be correct.
However, if you are scaling your models, you need to make sure you factor that into the BoundingSphere size as well.&lt;/p&gt;
&lt;p&gt;So, if you Draw your models at 3 times the size, remember to triple the mesh&#039;s BoundingSphere.Radius as well.
Likewise if you are making things smaller.&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Hi Mike.</p>
<p>This is the first time I&#8217;ve actually looked at the &#8220;60 mins&#8221; tutorial, but here&#8217;s a thought to consider&#8230;</p>
<p>Do you scale you models when you draw them at all?</p>
<p>In the their tutorial they don&#8217;t appear to be scaling their model when it draws.  So their mesh&#8217;s BoundingSphere.Radius will be correct.<br />
However, if you are scaling your models, you need to make sure you factor that into the BoundingSphere size as well.</p>
<p>So, if you Draw your models at 3 times the size, remember to triple the mesh&#8217;s BoundingSphere.Radius as well.<br />
Likewise if you are making things smaller.</p>
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	<item>
		<title>By: mike rothery</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140822</link>
		<dc:creator>mike rothery</dc:creator>
		<pubDate>Tue, 23 Mar 2010 17:58:39 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140822</guid>
		<description>infact i must say... most my code is from that tutorial ... man thats a weight off my chest ... just with additions such as a timing system and ways to reward objectives within the game</description>
		<content:encoded><![CDATA[<p>infact i must say&#8230; most my code is from that tutorial &#8230; man thats a weight off my chest &#8230; just with additions such as a timing system and ways to reward objectives within the game</p>
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	<item>
		<title>By: mike rothery</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-140821</link>
		<dc:creator>mike rothery</dc:creator>
		<pubDate>Tue, 23 Mar 2010 17:57:17 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-140821</guid>
		<description>just been introduced to xna coding through uni, i am more of a graphics man. 

currently working on a version of the classic &#039;asteroids&#039; though in mine you shoot at russian sats lol.  Anyhow my boundingsphere code is pinched from the tutorial &#039;Make a game in 60 mins&#039; &gt; http://msdn.microsoft.com/en-us/library/bb975644.aspx &lt; 

i am having trouble as they seem to happen at random rather than as expected can you possibly give me some pointers (well more pointers) as to make these collisions more reliable

would be much appreciated</description>
		<content:encoded><![CDATA[<p>just been introduced to xna coding through uni, i am more of a graphics man. </p>
<p>currently working on a version of the classic &#8216;asteroids&#8217; though in mine you shoot at russian sats lol.  Anyhow my boundingsphere code is pinched from the tutorial &#8216;Make a game in 60 mins&#8217; &gt; <a href="http://msdn.microsoft.com/en-us/library/bb975644.aspx" rel="nofollow">http://msdn.microsoft.com/en-us/library/bb975644.aspx</a> &lt; </p>
<p>i am having trouble as they seem to happen at random rather than as expected can you possibly give me some pointers (well more pointers) as to make these collisions more reliable</p>
<p>would be much appreciated</p>
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		<title>By: Tin</title>
		<link>http://sharky.bluecog.co.nz/?p=119&#038;cpage=1#comment-105191</link>
		<dc:creator>Tin</dc:creator>
		<pubDate>Thu, 26 Feb 2009 18:36:15 +0000</pubDate>
		<guid isPermaLink="false">http://sharky.bluecog.co.nz/?p=119#comment-105191</guid>
		<description>how to generate _modelBoundingPartSubdivisions array.??</description>
		<content:encoded><![CDATA[<p>how to generate _modelBoundingPartSubdivisions array.??</p>
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