Re: [Algorithms] incremental triangulation for 2D collision detection broadphase
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From: Samuel M. <sam...@go...> - 2010-02-08 17:03:33
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> I thought triangulation was a O(n^2) problem at least? (looks it up on > wikipedia) ahh, i see there is talk of triangulating a simple polygon in > O(n), but i'm not sure a connected graph of all objects constitutes a > simple polygon? You can do Delaunay-Triangulation in O(n*logn), but the point is that I need to maintain a triangulation of moving points -- that's entirely different from constructing one from scratch. > The most important thing to keep in mind is that a good broad-phase > algorithm should do zero work when nothing moves in the world. > Are all your objects always moving in your world? How many objects are you > talking about? I should have mentioned that I'm writing a 2D space shooter, so all the objects are moving all the time. And I'll have like 200 objects or so. Samuel |