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static geometry collision detection structures

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I recently approached the issue of collision detection of objects with the static world. Relying on papers and ideas in the latest game programming gems book, I build a compressed AABB tree of the world triangles. A node and a leaf of this tree just takes 8 bytes, and the O(logn) behaviour makes the search fast. So I end up with finding possible collision triangles quite fast, but now for this potential set of colliding AABB triangles I must do some line-intersect-triangle tests which seem expensive to me. I''d like to ask if you found a better data representation for the collision database: instead of putting just the the triangle extents (AABB) in it, an approach that takes slightly more memory but reduces runtime checks would be nice. - thomas

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