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#Actualslicer4ever

Posted 14 May 2013 - 07:58 PM

you won't be able to get O(1) without using a uniform technique. you could use voxels, with marching cubes algo to smooth out the geometry. as voxels are partially an extension to the theory behind heightmaps(uniform grids).

with appropriate scene subdividing, and using things like k-trees, and AABB's for initial detection, you can quickly throw out many cases where collision does not occur very fast. from there you have to use refined techniques, such as OBB, or convex hulls for more refined collision detections, and then apply an appropriate reaction.

I'd recommend using an actual physics library such as bullet if your game is heavy on collision detection, and your looking for realistic physic results.

#1slicer4ever

Posted 14 May 2013 - 07:57 PM

you won't be able to get O(1) without using a uniform technique. you could use voxels, with marching cubes algo to smooth out the geometry. as voxels are partially an extension to the theory behind heightmaps(uniform grids).

with appropriate scene subdividing, and using things like k-trees, and AABB's for initial detection, you can quickly throw out many cases where collision does not occur very fast. from there you have to use refined techniques, such as OBB, or convex hulls for more refined collision detections, and then apply an appropriate reaction.

I'd recommend using an actual physics library such as buller if your game is heavy on collision detection, and your looking for realistic physic results.

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