Re: [PyOpenGL-Users] Collision Detections
Brought to you by:
mcfletch
From: Yannick G. <ygi...@yg...> - 2004-01-02 01:44:04
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On January 1, 2004 20:00, Richard Jones wrote: > Note that any implementation using map() will incur a function call > overhead, which is slow if you're not using a builtin function. Use a for > loop instead Strange, I thought that the map() version was alway the more efficient as long as the lambda form was not invloved... Sure I can kick most of my map()s to rewrite in-line. I like to substract vectors like that: v1 = (0.0, 0.0,-0.5) v2 = (1.0, 0.0, 0.5) v3 = map(sub, v1, v2) And it help to keep some code in 2D and 3D but I guess that there is no easy win... Thanks for the pointers. I never tried to subdivide my world into sectors, I guess it's time. - -- Yannick Gingras "Do not attempt to think or depression may occur" Coder for OBB : Old-maidish Biflagellate Brahmaputra -- Jello Biafra http://OpenBeatBox.org -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQE/9MzfZJ8/OobqizMRAo80AKC8Q9o1Tn3pIHjgpS7hSa44CAZabACfSRzH 4vX2p67+B+ZJ66Qyy7yD7KA= =QhW2 -----END PGP SIGNATURE----- |