The scenario:
Working on a little dungeon crawling project with a forced perspective (psuedo isometric). What I'm attempting to do is use a series of meshes to represent the world, connected by portals. When a world mesh is present in the scene, it's subdivided by a quadtree. Each quad node holds an index array for rendering that chunk of the world.
The choices:
My first thought is to provide a 2d collision proxy which represents the collidable floor of the dungeon. The other alternative is to use the world geometry. The 2d proxy would probably be faster since it would contian less triangles.
The path:
I've got a Maya exporter to handle all my pre-processing needs, so I can generate the 2d geometry at export time. With that in mind I could also define a world file structure to arrange all the world mesh/portal data beforehand.
The rest:
One thing I'm still a little fuzzy on is how to handle the actual collisions themselves. Not the testing mind you, but how to relate the current triangle of collision to it's neighbors. I guess you'd say I need a little advice on how best to handle the grouping and testing of the world geometry.
Again, feedback is very much welcome and in fact, encouraged :)
Schmedly - out