I just wanted to know what's the best way to check with 100% accuracy for collisions in ThreeJS ? I'm new, but I'm not afraid of long formulas or bad documented code.
As I found nothing, I was wondering about implementing sphere-sphere collisions (easy), then sphere-face collisions (I can do sphere-plane collisions easily, don't know about sphere-face), and finally then face-face collisions (I can do plane-plane collisions easily, don't know about face-face). A little optimisation would be to check only collisions with faces which normals are opposed.
But coding all of this takes time, so I was wondering if someone already made such a thing. (And I think so, else, it would be very disturbing)
Thanks for your answers !
There is a threex-extension called colliders from jetienne, which looks lightweight and could solve your needs.
When you want to throw some more performance at it you can use a physics engine like physijs or Cannon.js