Quote:Original post by GMano
The way it is usually done in a game engine is that you do a broadphase collision tests first using bounding volumes of some sort, and only test tri/tri collisions when necessary, and when you do the tests you have (hopefully) narrowed it down to a manageable number of tris or convex polygons. Once it is known the bounding volumes collide, if more precise collision information is needed you do a narrowphase collision test using entire tris/polygons rather than vertices using various methods (separating axes, GJK, etc.) depending on the engines requirements.
What's a manageable number though? Any rule of thumb?
Quote:Original post by jyk
Even then, I imagine the narrow-phase tests are often performed using simplified geometry, such as a simplified version of the mesh or a proxy object composed of simpler primitives such as spheres, boxes, and capsules.
Okay, but do I have to experiment with a "target polycount" (whether original geometry or collision geometry) or can I assume that with a given algorithm I should aim at x polygon intersection test per narrow phase at most? Like 50 tris per colliding object?
A good rule of thumb for the latter would simplify things for me a good deal for me, of course.
Alex