Re: [Algorithms] BSP tree, or what?
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From: Pierre T. <pie...@gr...> - 2008-06-04 14:18:21
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If stuff is moving, do you sort of make a copy of the boxes' current locations and build off of that, or...? I rebuild using a copy of the boxes' current location, indeed. The other tree is constantly refit. Since the tree switch happens before the refit, the new tree is first refit with the new current positions before being used. So it's always a bit out-of-date, but never wrong. I did that in PhysX, was a lot faster than my previous loose octree for all collision queries. I don't know if this would work well if you put triangles in the structure. I only put game objects in it. So I had maybe 10.000 entities max, not millions. Also, how do you form your trees quickly and so they're efficient? I'm finding simple median splits stink. Same build options as in Opcode 1.3, really. - Pierre |