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From: Harney, J. <jwh...@np...> - 2002-08-29 18:38:31
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Hi, Problem I am expecting to encounter while expanding the number of entities in my thesis work is the waste of cycles when doing the standard n^2 collision detection, even when simplifying to just checking on radii intersection. =20 =20 Reading through one of the Xtreme Games programming books edited by Andre Lamothe, the author presents the concept + exemplar of using Quad trees for this similar to the AOI research from a few quarters back in the previous version of NPSNET V. =20 Looks like the same manner of good enough testing with the radii can be used within the Quadtree example they demo, but still take advantage of not checking collisions w/all entities and all entities with land when operating on the sea w/no terrain following requirement. Checks still done on client side if networking. Wondering if anyone had thoughts on using this? IE, don't mess with unless expansion impacts performance enough needs to be utilized, tried it and x is painful, etc. =20 James=20 |