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lythm

Need your help. (collision detection)

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Hi all: The terrain of our game is made in 3ds max, and it is not like grid terrain, it is just a lot of irregular triangles. Now I want to do collision and some character following operations.I was planning to make it by quadtree with AABB.I have not made up my mind. Maybe binary tree with bounding sphere is another good choice. which way do you guys would choose? And any other good ideas?

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Personally I use ODE and its Trimesh collision for these kind of tests. Ray-trimesh collision this way is really fast. It uses quadtree internally but nothing you have to worry about. If you want other kinds of collsion detection later on or perhaps physics then this is definately the way to go. The fact that it is Open source makes it an even better choice.

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