Fast terrain mesh collision detection,
Crossbones+ - Reputation: 2447
Posted 14 May 2013 - 06:22 PM
GDNet+ - Reputation: 6301
Posted 14 May 2013 - 07:57 PM
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.
Edited by slicer4ever, 14 May 2013 - 07:58 PM.