Collision Detection Demo

Programmer: Shane Cantrell
Art: Based on the DarkMatter package for gameSpace (some modifications by Shane Cantrell)

Downloads:

DirectX 9 Program: CollisionDemo.zip

Description:

This demonstration program is the solution to my collision detection homework assignment. It uses a simple "dragged sphere" method in order to avoid problems with discrete collision sampling. I put three rings around the character to define the approximate volume of the sphere. The frame rate is locked at half your computer's refresh rate.

There are also a few extra features that are leftover from my own experimentation like the characters that I exported from gameSpace's DarkMatter set, the input prompt, and the configuration file.

The upper right corner shows your display's refresh rate, the frames per second, and the number of times your computer has failed to achieve the ideal frame rate (misses).

How it works:

1) Use the arrow keys (up, left, right) to move the character around the little room with a ramp in one corner.

2) Type 'sound' at the prompt to play the sound specified in the game.cfg file.

3) You can change the animated character by editing the Avatar option in the game.cfg file. The possible avatars are knight, ninja, punk, skeleton, soldier, and woman.

Known problems:

The software has minimal error checking, so it will fail if any of the files are missing, or the hardware or drivers are unsupported.

Ignore the extra values in the configuration file. :)