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#ActualShawn619

Posted 30 June 2013 - 05:02 PM

Update:

 

I randomly thought of a method that allows me to create a short list of faces to test intersection each frame, instead of testing all faces in the terrain(O(N)) on every frame.

 

With my method, I was able to narrow down the amount of intersection tests from the original 33000(all terrain faces) to ~100 each frame, which is quite manageable and resolved the FPS issue.

 

In computational complexity, I was able to reduce intersection tests from O(N)->O(sqrt(N)).


#1Shawn619

Posted 30 June 2013 - 05:00 PM

Update:

 

I randomly thought of a method that allows me to create a short list of faces to test intersection each frame, instead of testing all faces in the terrain(O(N)) on every frame.

 

With my method, I was able to narrow down the amount of intersection tests from the original 33000(all terrain faces) to ~100 each frame.

 

In computational complexity, I was able to reduce intersection tests from O(N)->O(sqrt(N)).


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