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Collision Detection
Re the recent collision detection discussion: There was a pretty
good article on this in Computer Graphics and Applications about
3-5 years ago. The solution and conclusion there was that to do
realtime collision detection on complex worlds, you just have to
be really aggressive at eliminating needless work, using a whole
hierarchy of techniques, basically cheapest-first.
E.g.:
Typically much/most of the scenery is fixed wrt the ground: You
don't have to test motionless trees to see if they are hitting
each other. So don't. Similarly with parts of moving vehicles
&tc. They suggest that parts in contact are a nightmare for
collision detection algorithms anyhow, since they keep going in
and out of exact contact based on floating-point roundoff, and
fail all the cheap tests: Big win to set up your system to just
not do those checks.
Beyond that, just use a cascade of techniques cheapest-first as
aggressively and intelligently as you can: Sphere-intersection
checks and quadtrees &tc can rule out lots of potentential collisions
very quickly. Bounding-boxes aligned with the coordinate system
ditto. Potential collisions that pass those tests can be checked
on a simple convex hull, and potential collisions that pass -that-
can start checking against real device geometry.
- Thread context:
- Re: [MUD-Dev] Multi-threaded programming under Linux, (continued)
- Re: [MUD-Dev] Graphical MUDs,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 23 Jul 1997, 13:04 GMT
- Collision detection,
coder coder#ibm,net, Wed 23 Jul 1997, 12:21 GMT
- Re: (fwd) Re: LP: How does it work?,
coder coder#ibm,net, Wed 23 Jul 1997, 11:46 GMT
- Re: [MUD-Dev] Multi-threaded programming under Linux,
S001GMU S001GMU#nova,wright.edu, Wed 23 Jul 1997, 03:52 GMT
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