Re: [Algorithms] Colliding against polygon soup
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From: Neal T. <ne...@ps...> - 2000-12-06 13:19:37
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From: Robert Dibley <RD...@ac...> > > I think the most fundamental reason that I've hardly ever > > done this (though I have used it in some situations) is > > that the need to reserve memory for both rendering and > > collisions representations of the world database usually > > turns out to be a problem on consoles. Your mileage may, > > of course, vary... > > Especially if you're not doing a console version:-) > > But if you are doing a console version, depending on the console, you will > probably have your render data in a highly render dependent format, which > most likely won'y include the info you would require for collision. For > example if your collision requires vertices and a normal, but your renderer > doesn't bother with a normal because your pixel fill rate is so high you may > as well draw everything. Or your render data is organised by texture to > speed up rendering, but you need your collision data organised by locale to > speed up collision. All good points, certainly. Personally I tend to try and minimise the memory requirements by having a common set of data for rendering and collisions at the triangle / vertex level (including e.g. face normals if they're required for collisions but not rendering, and can't reasonably be calculated at runtime for the cases when you need them), and then have two sets of (much smaller) higher level structures which organise access to the data differently for collisions and rendering. > As you say, your mileage may vary! Indeed:-) Neal Tringham (Sick Puppies / Empire Interactive) ne...@ps... ne...@em... |