Re: [Algorithms] incremental triangulation for 2D collision detection broadphase
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From: <Pau...@sc...> - 2010-02-09 09:34:58
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 > 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. Ahhh, ok - are you on a platform with reasonably quick memory (good caches etc)? Have you tried just gridding up your world (screen?) using a quite large cell size and do a simple bounding volume check in each cell location? The advantage of the grid is that you don't need to do any work until objects move from one cell into another. Of course if your objects are all wildly different sizes this can get tricky - there are hierarchical grid methods to cope with this but they have their own limitations... Cheers, Paul. ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify pos...@sc... This footnote also confirms that this email message has been checked for all known viruses. Sony Computer Entertainment Europe Limited Registered Office: 10 Great Marlborough Street, London W1F 7LP, United Kingdom Registered in England: 3277793 ********************************************************************** P Please consider the environment before printing this e-mail -----BEGIN PGP SIGNATURE----- Version: PGP Universal 2.9.1 (Build 287) Charset: US-ASCII wsBVAwUBS3EsOXajGqjtoMHxAQg4Fwf/RaCRsxE3qeBXKLjeVULeDqeVF0nQTZlB ZHeSkQvQ+OLgjdJpVyZsCvCAnrU7zOBS+Zu+6MzDUSi1yRZMver7Nhzfz17d7fLk tI6QLDkKzntTIMVhXjpMfxWqkLuHYElYfYzPbUQDSkLk1nhfg64alPQeFVse2huq lPUwrdbL7VMNGXIcMlGScXK8xcVu1MADhZVg+2gfMUOxZrx4gv/F6qIaVVaXF3gE dcGiSuccFinF1pq5GT5ax3/aoK3i3AREkaz6ktXjTI4AvC/1iCBF5WzPqAwUpQUo 5gOTOw3IijTM31cqU1nx3fa9h79rPx91KVnd7DjJAL3G6lneZ+jEtg== =tWrz -----END PGP SIGNATURE----- |