RE: [Algorithms] Colliding against polygon soup
Brought to you by:
vexxed72
|
From: Andrew F. <An...@cl...> - 2000-12-05 14:10:40
|
if you can afford the memory i think it's quite common to use obb trees [see Gottschalk, Lin and Manocha's paper: OBBTrees: A Hierarchical Structure for Rapid Interference Detection]. also you might wanna look at Pierre's optimised form which reduces memory usage to about 80 bytes per tri [if your tree goes down to individual tri level] http://www.codercorner.com/RAPID_Hack.htm i'm personally working with poly soup in a low[ish] mem environment on an rpg [read: unrealistic physics] stylee game. Walking about on a landscape, throwing objects, being hit by arrows [or railguns:)], driving around, etc. Never likely to be particularly many units around at any one time. i get by with good spatial hierarchy, sensible cacheing of previous data, and use of bv's to trivially reject as much as pos. Then if a potential collision _is_ detected just do a [low lod obviously] poly-poly check. it's a suitable solution for the type of game. btw i think there's a fair amount on collisions in the archives [if they're working...] HTH Andy 8= -----Original Message----- 8= From: Brian Hook [mailto:bw...@wk...] 8= Sent: Tuesday, December 05, 2000 06:46 8= To: gda...@li... 8= Subject: [Algorithms] Colliding against polygon soup 8= 8= 8= Curious what strategies people are using to collide against polygon 8= soup. I know a lot of people are building levels these days 8= using general 8= polygon modelers such as Maya and MAX, and these products 8= don't really 8= support a notion of "in" or "out", so you have to simply watch for 8= transitions into a polygon. 8= 8= I don't have ANY experience with collision detection, so I'm 8= curious what 8= direction I should go (no pun intended). 8= 8= Brian 8= 8= _______________________________________________ 8= GDAlgorithms-list mailing list 8= GDA...@li... 8= http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list 8= |