[ODE] BSP and ODE's collision system

Aras Pranckevicius nearaz at interamotion.com
Mon Apr 21 23:59:02 2003


> The thing is, if you're rendering from a BSP, you ideally want to do BSP
> collision too.  First, the BSP is already a spacial hierarchy, so
colliding
> primitives against it is already fairly optimized.

Yes, could be. In the end, it all depends on the situation :)

The difference is, that hash-space and similar schemes operate at
"per-object" level - they can quickly find what objects are near each other.
While BSP and BV-trees usually operate at "in-object" level - it's good to
use BSP for object-to-geometry collisions; but hash-space also gives you
object-to-object collision advantages.



Aras Pranckevicius aka NeARAZ
http://www.gim.ktu.lt/nesnausk/nearaz/