oh boy, collision time :(

Well, it’s time to add some collision detection to my game :frowning:

I’ve looked around but the only real example I’ve found is that nehe tutorial with all the bouncing balls and stuff.
It was a little hard for me to follow and I never got it.

Are there any really “SIMPLE” examples out there??

I am thinking I’d need sphere/cube and sphere/plane types of collision, actually I could get away with sphere/plane for my first game,
but would like to get a better grasp of how to implement it.

Well, actually I’m not sure if that is better, or if ray/plane or whatever that is is the way to go

(really still pretty new at this investigation of collision, so any direction would be appreciated).

Thanks for any tips or examples or suggestions.

Paul Nettle did a good paper on this stuff. Try googleing for “Paul Nettle collision detection”, or try the following link wich covers the subject:
http://www.peroxide.dk/papers/collision/collision.pdf

Hmm, that looks like an interesting paper, I’ll take a closer look, hopefully my feeble brain can comprehend some of it.

So what do most other folks use for JOGL applications for collision detection?

Are most folks using odejava? Or are they writing their own?