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WhatEver

BSP for collision seperate from BSP for drawing?

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I noticed in some games collision occurs with invisible surfaces. Does that mean that there are two BSP trees, one for determining what to draw, and the other for collision detection?

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yes. Arbritary collisions against complex geometry is not a cheap operation. However using a simplified version of the geometry is one very simple way to improve performance some what.... Also a lot of geometry never actually comes into contact with the player, so you can ignore it - tops of buildings, far away trees and hills etc....

Most commercial games will basically have 3 versions of the geometry -

* uber high res for calcuating normal maps
* the actual rendered scene geometry
* the simplified collision mesh

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p.s. it's not always BSP & BSP, since you have two versions you may have a quad tree for visibility, portal engine for collision. Whichever is most useful really...

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Thanks RobTheBloke!

I'll be using any type of data organization that is pertinent to the geometry: BSP for outdoors, octree for indoors, and portals whereever they're useful (I have to read up on that one, but I sort of understand it).

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