Advertisement Jump to content
Sign in to follow this  

Different approach to convex decomposition for games

This topic is 3858 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For a physics engine that i've built i've constructed a set of algorithms that will convert a drawn graphic into a set of convex polygons to be used in the engine, however i'm looking around different methods that will give better performance, one idea i've come up with gives me something like this: as you can see the set of convex polygons is bound to a grid and i'm using a variant of marching squares to construct the original set of polygons. Now, my idea behind this is that if i'm using a regular grid for broadphase collision detection, every polygon for the terrain is bound to a single cell of the grid without any very long thin triangles that are not very good for the broadphase, and can sometimes give dodgy results when colliding with them. I don't really have a means of testing properly the difference in performance between this method, and simply performing a convex decomposition on the full sized terrain polygons unbounded to a grid. Anyone have any ideas on whether this is good idea or not?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!