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Physics Engine: How to handle object collisions / best practices?

Mar 3, 2012 2:57 PM

Tags: #stage3d #proscenium #physics #pellet

Right now I'm trying to find out by examining all methods and comparing to other engines like box2D how to get information about colliding objects.

 

I thought I could use i.E. the "checkCollideWith" method of the btRigidBody instance, but it always returns true.

Then, there are several interesting methods in the collisionDispatcher class, but also they don't yield any satisfying results.

I could set a "nearCallbackFunction", but then, the collision wasn't handeled internally anymore.

 

Has anyone found out how to get reliable information about colliding objects?

 

Also the Pellet-Engine looks really "ported from C++", not like a typical AS3 project. I could imagine that Adobe would refactor the whole thing at a given time to make it fit more into their AS3 environment. Then, there would also be "real" events for things like that.

 
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