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Advanced Physics

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Hi All, I was woindering if anybody on this forum would be able to tell me how the advanced physics is implemented in games such as HL2 and Doom3. Obviously I can understand that the use Havok, or a specially designed system to help with the math, but how would they make it practical. A world could consist of millions of triangles, surely they will not cast a collision ray to each and every one of them,even if the cull out at least 90% of the geometry. Do they have a general collision routing (aka Quake 1,2) and another collision path for models ?

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