RE: [Algorithms] Collisions with VIPM
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From: Tom F. <to...@mu...> - 2000-08-04 09:42:48
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Most people use completely separate data structures for collision and rendering. The data you need for collision is usually very different to that you need for rendering. For example, collision doesn't care about bumpmaps or material data, and rendering doesn't (usually) care about connectivity and convex/concave edges. So it's usually more cache-efficient (i.e. faster) to have separate data structures. In addition, most people have a rendering thread and a physics thread, and the two are rarely in sync. Which means that sharing the data is going to cause problems whatever you do. Separating the data also means you can have completely different-shaped collision data compared to your rendering data. If you're using VIPM, you could easily have 5k poly models for things like people. For collision meshes, 5k polys is way over the top. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Oscar Blasco [mailto:tr...@te...] > Sent: 03 August 2000 23:24 > To: 'gda...@li...' > Subject: [Algorithms] Collisions with VIPM > > > 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 > |