Re: incremental triangulation for 2D collision detection broadphase

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Newsgroups gmane.games.devel.algorithms
Message-ID <OF7A01EBC5.C699BFA5-ON802576C5.0033FB2E-802576C5.00349FF3@scee.net>
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> 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.

Ahhh, ok - are you on a platform with reasonably quick memory (good caches 
etc)? Have you tried just gridding up your world (screen?) using a quite 
large cell size and do a simple bounding volume check in each cell 
location?

The advantage of the grid is that you don't need to do any work until 
objects move from one cell into another. Of course if your objects are all 
wildly different sizes this can get tricky - there are hierarchical grid 
methods to cope with this but they have their own limitations...

Cheers, Paul.
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