Re: incremental triangulation for 2D collision detection broadphase
Ben Sunshine-Hill <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On Tue, Feb 2, 2010 at 7:54 PM, Samuel Moll <[email protected]> wrote: > What I need now is an (efficient :D) algorithm for updating the > triangulation when the points move. i.e. given a valid triangulation > (no triangles overlap, triangulates the convex hull of all points) and > movement vectors for all points, how can I "repair" the old > triangulation? Take a look at "Voronoi Diagrams of Moving Points", link below. Remember that the Voronoi tessellation is the dual of the Delaunay triangulation, which in general tends not to produce many slivers. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.45.8944 Ben ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list