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	<title>Comments on: 29. OpenGL Bounding Sphere Collision</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/collision.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/collision.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1729</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Mon, 06 Jun 2011 06:05:33 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1729</guid>
		<description>Hi Josh, 

I&#039;ve had a couple of reports of this since the new theme has kicked in, I&#039;ll be either removing the ads on the pages messing up, or making them Wordpress friendly shortly.

Sorry for any inconvenience.
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Josh, </p>
<p>I&#8217;ve had a couple of reports of this since the new theme has kicked in, I&#8217;ll be either removing the ads on the pages messing up, or making them WordPress friendly shortly.</p>
<p>Sorry for any inconvenience.<br />
Swiftless</p>
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		<title>By: Josh</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1725</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Mon, 06 Jun 2011 01:49:03 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1725</guid>
		<description>It&#039;s almost impossible to read this code when the ad next to the line numbers makes it only 3 characters per line..</description>
		<content:encoded><![CDATA[<p>It&#8217;s almost impossible to read this code when the ad next to the line numbers makes it only 3 characters per line..</p>
]]></content:encoded>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1546</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 03 Mar 2011 05:37:09 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1546</guid>
		<description>Hi Dorekofu_87,

If I get a chance, I will see what I can do :)

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Dorekofu_87,</p>
<p>If I get a chance, I will see what I can do <img src='http://www.swiftless.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dorekofu_87</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1534</link>
		<dc:creator>dorekofu_87</dc:creator>
		<pubDate>Sat, 26 Feb 2011 23:20:13 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1534</guid>
		<description>Can you make a tutorial on AABB collision detection ?</description>
		<content:encoded><![CDATA[<p>Can you make a tutorial on AABB collision detection ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1456</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sun, 09 Jan 2011 13:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1456</guid>
		<description>Hey Hotcoffee Bennett,

When you say approximate, what do you mean exactly?

If you want to find a sphere that covers an entire cube, the radius of the sphere should be the distance between the centre of the cube and one of the edges.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hey Hotcoffee Bennett,</p>
<p>When you say approximate, what do you mean exactly?</p>
<p>If you want to find a sphere that covers an entire cube, the radius of the sphere should be the distance between the centre of the cube and one of the edges.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hotcoffee Bennett</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1451</link>
		<dc:creator>Hotcoffee Bennett</dc:creator>
		<pubDate>Wed, 05 Jan 2011 06:05:39 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1451</guid>
		<description>how do wuould i approximate say asphere to a cube correctly?</description>
		<content:encoded><![CDATA[<p>how do wuould i approximate say asphere to a cube correctly?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hotcoffee Bennett</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-1450</link>
		<dc:creator>Hotcoffee Bennett</dc:creator>
		<pubDate>Wed, 05 Jan 2011 01:09:08 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-1450</guid>
		<description>distance between two points...simple but powerful!!!!</description>
		<content:encoded><![CDATA[<p>distance between two points&#8230;simple but powerful!!!!</p>
]]></content:encoded>
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	<item>
		<title>By: Concerned_reader</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-960</link>
		<dc:creator>Concerned_reader</dc:creator>
		<pubDate>Mon, 13 Sep 2010 00:13:18 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-960</guid>
		<description>Pictures would make this even better</description>
		<content:encoded><![CDATA[<p>Pictures would make this even better</p>
]]></content:encoded>
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	<item>
		<title>By: E2A</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-655</link>
		<dc:creator>E2A</dc:creator>
		<pubDate>Mon, 26 Apr 2010 22:23:01 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-655</guid>
		<description>Hi Philip, I hope I understood you good, but what you want to know, is how to know where you are looking at some point of the rendering? are you using glLookAt ? if yes, then from the 4th to the 6th value are the LookAt X,Y,Z respectively, if not, then you are using glRotatef -&gt; in this case I don&#039;t really know how to apply, I guess doing some Sin/Cos will be enough, they way to &quot;shoot&quot; in straight line, can be done by using some geometry -&gt; something like Ray Tracing, the definition of a Ray is; r(t) = o + td, where &quot;o&quot; is the origin (your actual position) and t is the direction you are looking at, &quot;d&quot; is the direction vector (where you are looking at), and t is the scalar, t means how many times is multiplied the direction, for example your origin is 0,0,0 and d is 1,0,0, that means that you are looking at the x axis and the ray distance at x is 1, but if t is 2, then you are looking at x=2, if t&lt;0 that means the point is behind the ray, &quot;d&quot; should be normalized, so &quot;t&quot; we can say is a distance unit, which shows how far is the point from the origin ;)
The easiest collision detection is doing ray-sphere and ray-triangle , I think ray-plane is easy too, but I have code it yet (in my life)

@Donald: sorry man, I have some troubles with my thesis, and I will need more time, before we can start the video-youtube-thing, I hope all is fine hehe! ;)</description>
		<content:encoded><![CDATA[<p>Hi Philip, I hope I understood you good, but what you want to know, is how to know where you are looking at some point of the rendering? are you using glLookAt ? if yes, then from the 4th to the 6th value are the LookAt X,Y,Z respectively, if not, then you are using glRotatef -&gt; in this case I don&#8217;t really know how to apply, I guess doing some Sin/Cos will be enough, they way to &#8220;shoot&#8221; in straight line, can be done by using some geometry -&gt; something like Ray Tracing, the definition of a Ray is; r(t) = o + td, where &#8220;o&#8221; is the origin (your actual position) and t is the direction you are looking at, &#8220;d&#8221; is the direction vector (where you are looking at), and t is the scalar, t means how many times is multiplied the direction, for example your origin is 0,0,0 and d is 1,0,0, that means that you are looking at the x axis and the ray distance at x is 1, but if t is 2, then you are looking at x=2, if t&lt;0 that means the point is behind the ray, &quot;d&quot; should be normalized, so &quot;t&quot; we can say is a distance unit, which shows how far is the point from the origin <img src='http://www.swiftless.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
The easiest collision detection is doing ray-sphere and ray-triangle , I think ray-plane is easy too, but I have code it yet (in my life)</p>
<p>@Donald: sorry man, I have some troubles with my thesis, and I will need more time, before we can start the video-youtube-thing, I hope all is fine hehe! <img src='http://www.swiftless.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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	<item>
		<title>By: Philip Moore</title>
		<link>http://www.swiftless.com/tutorials/opengl/collision.html/comment-page-1#comment-622</link>
		<dc:creator>Philip Moore</dc:creator>
		<pubDate>Thu, 22 Apr 2010 14:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=204#comment-622</guid>
		<description>Hi Donald

How do you determine which direction is away from the camera or which way it is looking</description>
		<content:encoded><![CDATA[<p>Hi Donald</p>
<p>How do you determine which direction is away from the camera or which way it is looking</p>
]]></content:encoded>
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