1 min
The second post in making collision for mario kart in DirectX12
A debug collider (an sdkmesh) was made to view the collider in the game (similar to unity), however this collider showed that the collider wasn’t rotating with the mesh. Because it was taking the yaw, pitch, and roll of the GameObject not the rotation matrix which was being used to rotate the mesh.
To fix this the collider was changed to also rotate with this matrix but the collider uses a quaternion to rotate the mesh and converting the matrix a quaternion seemed to flip the yaw and pitch axis around.
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C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)