For one of my games, some objects are moving very fast. In particular situations, I need to check if those objects are colliding or intersecting other objects.
I noticed that sometimes, the
mesh1.intersectsMesh(mesh2,true) method is not always trigger since it is moving too fast.
Also, even if my objects have a
physicsImpostor attached to them, they sometimes go right throught them…
Is there a way to fix that? Thanks
cc @Cedric as I think it is a common issue with collision across engine with various tricks to workaround it
Ammojs supports continuous collision detection IIRC.
- doing a raycast corresponding to the distance done per frame
- doing an intersection test with a mesh that is as long as the distance per frame
- use physics substeps
I’ve found a lot of threads in the forum (I won’t link them all here) with the search
continuous collision detection.
Maybe one thread will mention a use case that is close to your need.