Collision handling and first compromises

Collision handling turned out to be harder than expected… To get it working quickly, I relied on a bounding sphere for every models. The spheres are centered on the isobarycenter of the model and have for radius the distance of this point to the farthest vertex of the model. This is far from the perfect fit possible for a given model, but was faster to code. The way it works is that game objects register themselves during their update pass to the collision handler. Afterwards, the collision handler solves collision of the registered assets.

Time spent for this Time spent so far
8 h 41 h
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