Re: Broad-phase collision detection for dynamic objects

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Newsgroups gmane.games.devel.algorithms
Message-ID <OF7420B5AB.6CDE9B51-ON88257650.006F8FEA-88257650.006FEE56@playstation.sony.com>
Jon Watte wrote:
> You could put bounding volumes of the moving objects into the grid (or
> loose octree, or sweep-and-prune). That would identify possible
> overlapping pairs. It still would be sufficiently tight, unless you have
> multiple objects moving diagonally really fast.

Jon is right (again). For the broad-phase, the simplest
solution is to work with volumes that bound the objects
under motion, and insert these volumes into your
spatial partitioning (hgrid, etc).

This breaks down for very fast moving objects (e.g.
projectiles) which you may want to handle another way,
but only if they actually show up as a bottleneck
(which is unlikely).


Christer Ericson, Director of Tools and Technology
Sony Computer Entertainment, Santa Monica


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