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Member Since 02 May 2009
Offline Last Active Nov 29 2013 10:08 AM

Posts I've Made

In Topic: Finding neighbouring agents within interaction range efficiently

28 October 2010 - 09:38 PM

With a grid you have to decide the size of the world and the resolution of the grid in advance. For example in a space shooter the grid is mostly empty except a few overcrowded cells.
The grid can be efficient in your particolar case if you know the size of the world and critters have uniform distribution.

In Topic: Collision Detection of Multi-Part Object

03 May 2009 - 12:40 AM

Original post by jyk
1. 2-d or 3-d?


Original post by jyk
2. What method (e.g. SAT, etc.) are you using for your narrow-phase collision tests?

3. Are you doing any sort of broad-phase culling?

I don't know this details. I'm using OPCODE collision library

Original post by jyk
4. How do you know it's too slow?

It's already implemented and the rebuild take about half second for a 7000 triangle ship

Original post by jyk
Instead of rebuilding the collision data to account for the movement of the turrets, I would instead represent the ships as composite entities, each element of which has its own collision proxy. That is, as far as the collision detection system is concerned, the hull and each of the turrets is a separate object.

If each ship has 10 turrets you must check 100 collision , one for every pair.