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Bitem2k

Scene Management/Collision Detection

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Theres a few things that i still dont understand with regards to management of my scene; 1) When dividing my scene into some sort of tree (bsp octree,etc..) Where do i get the data from? Do i retrieve it from a vertex buffer? Or maybe i am meant to have a collection of object mesh's that i put into a tree? 2) once i have that data in a tree, when doing collisions on the level terrain how do i know which part of the terrain ive hit? (i.e wall floor hole)... If someone could explain the following to me i would appr. it greatly, as i am stumped! Thanks

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1) You use whatever data you have available. If you only have a vertex buffer available, then you'll have to go with that. Use whatever splitting-up technique is best suited for your situation (kd-tree, bsp, octtree, quadtree, something else that I've never heard of, etc)

2) I had this exact same problem in a game I'm working on. What we had to do was mark the material identifier for certain parts of the world as "WALL" because there was no geometric way to determine what a triangle was given just the collision information. This requires that you have some additional data associated with each triangle (like a material) that you can check after you hit the triangle. Usually, the artist creating the scene will be the one in charge of setting these special markers.

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Thanks for the reply!

Ok what you say about the material makes sense! however if i was using the tree for not just coll detection but also for frustrum culling, if all my data is in a vertex buffer would that mean that i would have to 'hand' draw the visible bits of mesh using directx's draw primitive method?

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