[ODE] which method is best for large scale terrains?

gl gl at ntlworld.com
Mon Oct 2 21:33:25 MST 2006

> What's the most efficient method for doing collision checks on large
> terrains?

I don't know if this is the most efficient now, but a modified Bresenham 
line drawing algorithm was common (Google) - coupled with some quadtree 
implementation that should be pretty good.

More information about the ODE mailing list