[ODE] Another simple BSP colliding question
jose_marin2 at yahoo.com.br
Wed Jun 1 10:08:31 MST 2005
Maybe creating a space for each brush could speed up
the collision detection?
Has someone successfully used ODE on a "quake 3"
I was thinking if ODE has enough features and
performance to be the only physics/collision detection
library to be used on a 3D environment like quake 3...
--- Megan Fox <shalinor at gmail.com> escreveu:
> I don't claim that it's the best option (I'm a PC
> developer with more
> available memory than I know what to do with), but
> you can always just
> create a trimesh out of your entire static
> environment (well, whatever
> portion of your entire level, or whatever collision
> pieces are
> necessary for the given loadzone). Both OPCODE and
> ODE have systems
> in place to optimize out large chunks of the world
> when it comes to
> collision (ODE with quadtree and hash spaces, and
> OPCODE with
> something similar though I don't know what
> precisely), so the extra
> data floating in space shouldn't be too much of a
> problem in terms of
> ... but, like I said, I'm sure there are better ways
> of going about
> it. In my case, I keep the entire region physically
> active to allow
> world entities to interact in proper physical
> fashion even when away
> from the player, but I imagine you could ditch that
> in a non-RPG/more
> linear game.
> -Megan Fox
> > I know this was asked before, but I have never
> seen anyone mention BSP Brushes.
> > They are used for collision in quake (3 and im not
> sure about others)
> > so that might be a nice solution for collision
> detection... ? What
> > would you say?
> > On the other hand, there is a tri-collider, where
> I could build
> > tri-colliders for visible leafs, and then use that
> > would that make sense? What would be better?
> > Brushes make a nice candidate, since not all the
> space needs to be
> > computed for collision. Yet im not sure since
> there might be quite a
> > few brushes...
> > Please advise on what I should do.. Thanks!
> > Tim
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