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Posted 06 June 2012 - 12:02 AM
Posted 06 June 2012 - 03:30 AM
Edited by Ashaman73, 06 June 2012 - 03:32 AM.
Posted 06 June 2012 - 09:05 AM
I've never looked at GIMPACT, rumor has it there is some kind of hierarchical representation. I don't know the details.
There're several ways, BSP might not be the best.
You should always utilise mutli-level collision detection, that is, first test against its AABB, then again the primitives or polysoup. The trick for a polysoup is, to subdivide the poly-set into some really compact AABBs with a reasonable number of polys inside. The AABBs could be put into an oct-tree like structures or some other data-structure(sweep'n'prune etc). This way you will have a very fast and constant access to your polysoup (gimpact does something similar ?).
As far as I know this will wreak havoc for dynamic objects. I will look again at the documentation but from what I recall, I don't see how callbacks could help me there.
An other way is to utilise callbacks (i.e. when using bullet). My terrain collision detection works only with callbacks, I calculate the mesh (only a hand full of polys per collision object for terrain-object collision) on-the-fly.
Edited by Krohm, 06 June 2012 - 09:07 AM.