Re: incremental triangulation for 2D collision detection broadphase
Samuel Moll <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> 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? You can do Delaunay-Triangulation in O(n*logn), but the point is that I need to maintain a triangulation of moving points -- that's entirely different from constructing one from scratch. > 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. > Are all your objects always moving in your world? How many objects are you > talking about? I should have mentioned that I'm writing a 2D space shooter, so all the objects are moving all the time. And I'll have like 200 objects or so. Samuel ------------------------------------------------------------------------------ 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