Re: incremental triangulation for 2D collision detection broadphase

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Newsgroups gmane.games.devel.algorithms
Message-ID <OF3273A53B.254D3503-ON802576C4.0034C9D3-802576C4.0035EB19@scee.net>
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> The triangulation is maintained incrementally -- normally it doesn't
> change, so it only needs to be checked if it is still valid every
> frame. If it changes, it only needs to be recalculated partially. This
> is an O(n+something for the changed part) operation.

I thought triangulation was a O(n^2) problem at least? (looks it up on 
wikipedia) ahh, i see there is talk of triangulating a simple polygon in 
O(n), but i'm not sure a connected graph of all objects constitutes a 
simple polygon?

> Using circles makes it a bit cheaper (that's one of the reasons why I
> want to use circles as bounding volumes), it's something like 6

The trouble with circles is that they don't fit the kind of triangles that 
a convex decomposition algorithm spits out very well, since they can be 
long and thin. We used AABBs in the end.

> I guess by multi-sweep you mean doing the sweeping on more than one
> axis? How do you combine the results of the sweeps, for example for
> 100x100 objects arranged in a grid?

Multi-sweep is where you divide your (huge) world up into a small number 
of chunks (rectangles in 2d) and then do regular sweep and prune in each 
chunk. This gets around the clustering problem where far away objects can 
cause a lot of clustered entries on one axis. We just used regular SAP for 
the record :)

> My motivation for trying this is that all broad phase algorithms I
> know of are far away from a O(n) running time and have other

The most important thing to keep in mind is that a good broad-phase 
algorithm should do zero work when nothing moves in the world.

> Maybe the cost per object is too high to be competitive with other
> methods like SnP. But for a very high number of objects it will
> definitely be better. In any case it is worth trying out...

Are all your objects always moving in your world? How many objects are you 
talking about?

Cheers, Paul.
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