Re: [Algorithms] Collisions with VIPM
Brought to you by:
vexxed72
From: Oscar B. <tr...@te...> - 2000-08-04 01:13:42
|
I'm thinking on terrain and level (map) collision, not in small objects collision, something I will do with an octree for static and non-static object (for moving ones I may try another stratregy...). The hardest part is terrain collision, we can subdivide our terrain in chunks but if they have many polys, it isn't a good idea to use the current mesh directly. At the moment, I only can imagine to use a mesh with fewer polys and skip chunks that can be touched using an octree and portals (these two things can be used to fast visibility skips ) but this can fail in some specific tasks. I ask if there's another way to do this.... Mark Wayland wrote: > The OBB tree is used for coarse collision detection - a single OBB may even > be enough, depending on the shape of your object ... it depends what form of > collision detection you need - do you need polygon level or just rough OBB ? > > Perhaps you could maintain a convex hull generated from the VIPM mesh every > so often, which may be good enough for your needs ? I believe Stan Melax > has done some work on dynamic reduction of the convex hull too ... check out > his site (sorry, don't have the link at the mo'). > > Mark > > ----- Original Message ----- > From: "Oscar Blasco" <tr...@te...> > To: <gda...@li...> > Sent: Friday, August 04, 2000 9:06 AM > Subject: Re: [Algorithms] Collisions with VIPM > > > Ok, when I said *desired polys* I was thinking on fewer polys, but it can > > cause object to collide with nothing (aka air...). I'm not sure what you > > want to say with using OBB's... divide the VIPMesh in subchunks and make a > > tree of OBB's to quickly skip parts of the model? > > > > Charles Bloom wrote: > > > > > Or, even better, using a static version of the mesh with *fewer* > > > polys. Better still, use a sphere-tree or OBB-tree fit to > > > the mesh with roughly 100 spheres and/or OBB's. > > > > > > At 12:24 AM 8/4/2000 +0200, you wrote: > > > >Hi, > > > > > > > >How can be done fast collision detection with VIPM when it's always > > > >changing its morphology?, using an static version of the mesh with all > > > >desired polys? > > > > > > > > > > > >_______________________________________________ > > > >GDAlgorithms-list mailing list > > > >GDA...@li... > > > >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > > > > > > -------------------------------------- > > > Charles Bloom www.cbloom.com > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |