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#Actualbetastrahler

Posted 09 May 2013 - 02:34 AM

Hi,

 

I have build a simple terrain rendering based upon some tutorials i have found. The engine uses geomipmapping and slope-based texturing.

For collision detection, my approach is currently the following: I use a simplified mesh from the original terrain (actually, from the geomipmap). Then i use a quadtree to check for the node the player is in and do a ellipse to poly collision test on the simplified mesh. This works fine, but i am wondering whether this is a comon approach or are there some other, more recommended ways of doing collision detection on terrain?

 

Thanks for any suggestions/comments,

betastrahler


#2betastrahler

Posted 09 May 2013 - 02:34 AM

Hi,

 

I have build a simple terrain rendering based upon some tutorials i have found. The engine uses geomipmapping and slope-based texturing.

For collision detection, my approach is currently the following: I use a simplified mesh from the original terrain (actually, from the geomipmap). Then i use a quadtree to check for the node the player is in and do a ellipse to poly collision test on the simplified mesh. This works fine, but i am wondering whether this is a comon approach or are there some other, nore recommended ways of doing collision detection on terrain?

 

Thanks for any suggestions/comments,

betastrahler


#1betastrahler

Posted 09 May 2013 - 02:33 AM

Hi,

 

I have build a simple terrain rendering based upon some tutorials i have found. The engine uses geomipmapping and slope-based texturing.

For collision detection, my approach is currently the following: I use a simplified mesh from the original terrain (actually, from the geomipmap). Then i use a quadtree to check for the node the player is in and do a ellipse to poly collision test on the simplified mesh. This works fine, but i am wondering whether this is a comon approach or are there some other, recommended ways of doing collision detection on terrain?

 

Thanks for any suggestions/comments,

betastrahler


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