So I'm trying to implement some collision detection in XNA. I'm aware of the Bounding Spheres, but I worry with the accuracy, most items in my game are cubic in nature, so it seems very square-peg in a round hole, so it seems to me bounding boxes would be the best solution.
I looked at having libraries(JigLibX, Henge3D) to do it for me, but most have heavy physics systems attached and that's really not what I'm wanting I've also tried to implement solutions utilizing the Vertex buffers for Bounding Boxes after XNA's importers and processors pack the .fbx model into the Content Pipeline to no avail.
So the two things I feel I'm left with are:
Using Primitives as collisions "skins" for my objects.
- Same problem here as using XNA's default bounding box, after Importation, I have no clue how to get it's size or even the vertices.
Creating a Custom Content Processor to determine the vertices at Load, and then apply transformations to the Bounding Box along with the Model itself at run-time.
- problem Here is that this is a very daunting task. I'm finding it hard to locate thorough documentation on XNA's default importer, so it's highly difficult to just create a custom Processor. I wouldn't even know how to begin to write my own importer.
TL;DR- I've hit a brick wall with 3D Collision using Bounding Boxes, Halp?