[Algorithms] Re: Colliding against polygon soup
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From: <Ita...@ao...> - 2000-12-07 14:34:33
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> So if you're building an interior with OBB-Trees, how do you do it? I > mean, not the technical stuff, I'm talking about the logical stuff -- do > you end up building it as discrete pieces (column 0, dais, stairs, rail, > etc.) or as a single monolithic mesh and there's some magic OBB-Tree > creation algorithm I'm unaware of that automatically takes a mesh and > decomposes it into sane OBBs? Unless you're trying to write a generalized game engine, you want to take advantage of as much specialized environment information as possible. So take your individual objects (which are probably separate nodes in your scene graph, already) and THEN use an automatic "magic" OBB decomposition method similar to that described by Gottschalk in his 1996 SIGGRAPH paper "OBBTree: A Hierarchical Structure for Rapid Interference Detection". Tom Lassanske "NetImmerse" Programmer (NDL) |