MCX Collision Package |
Provides necessary functionalities for content development. Further enhancement in expression and efficiency
MCX Collision Package Features
Collision detection is said to consume 10 percent of the number of steps in the average 3D content source code. MCX Collision Package provides basic shapes for detection, enabling the performance-oriented collision detection between characters in the 3D games, or between a character and the stage data, etc.
(Implementation example: Racing game, shooting game, fighting game, golf game, etc.)
Functional Specification
Look at the product catalog. (PDF 1905KB)
MCX Collision Package product specification
| CPU |
32-bit 100 MHz or more is recommended |
| Environment to be used |
To be used together with V3 or V4 |
Code size (Collision detection) |
Approx. 100 KB |
Work area (Collision detection) |
Approx. 0.5 KB for each shape in collision detection
Approx. 5 KB for each human model that does not have shapes to be detected for collision
(Total work area size depends on the number of objects to be used in collision detection, and the shapes of the model) |
| OS/platforms |
BREW, ITRON, Java, Linux, Symbian OS, Windows CE, Windows Mobile |
MCX Collision Package main functionality
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Collision detection between basic shapes
The following basic shapes can be used:
| Three-dimensional shape: |
Sphere; Box, AABBox; Capsule, AABCapsule; Cylinder, AABCylinder
| Sphere |
Box, AABBox |
Capsule, AABCapsule |
Cylinder, AABCylinder |
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Note: AAB represents a three-dimensional shape that is always parallel to the world coordinate axis.
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| Non-three-dimensional shape: |
| Point, line (line segment with two ends), ray (light beam with an infinite end), triangle, plane |
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Capable of using a collision detection model that has the same bone structure as the rendering model, and capable of detecting the collision of the model with actions
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Automatically generates a collision detection model from the rendering model
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Visibility detection for determining whether the basic shape is included in the view frustum (ViewVolume)
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