[ODE] ODE in a BSP environment

Jason Perkins starkos at gmail.com
Thu Aug 10 07:59:13 MST 2006

On 8/10/06, Jose Marin <jose_marin2 at yahoo.com.br> wrote:
> My idea is how to group the triangles for each branch,
> to speed up the collision detection.

ODE's trimesh collider already builds an AABB tree, so you don't have
to worry about that.

If you are comfortable traversing the BSP tree yourself (you are
probably doing it for rendering anyway), you can locate the brushes
near your character and then do a plane/capsule (assuming you are
using capsule) test against your characters geom. Just skip the ODE
spaces entirely and use dCollide() directly.


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