Jump to content
  • Advertisement
Sign in to follow this  

Collision Detection Performance

This topic is 2757 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

I have implemented a collision detection system that tests a moving sphere against a triangle soup (moving sphere shrunk to ray and triangles inflated by minkowski sum). I use a KD-tree acceleration structure to find triangles near a given sphere.

I did some performance tests, and I drop 800 random spheres with some hacky physics gravity onto a test scene. I am getting about 30 frames per second in release mode.

My question is if this is good performance or not based on others experience, or can I do significantly better? I have not started micro optimizations yet. But even doubling performance isn't really going to get me where I want to be. I really can't afford more than 5 ms per frame for collision detection, and I probably need more like 2000 spheres to do the simulation I want to do.

Taking advantage of an extra core could be a big win, but I still need it to work well on just using 1 core.

Share this post

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

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!