Re: incremental triangulation for 2D collision detection broadphase
Sebastian Sylvan <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On Tue, Feb 9, 2010 at 9:35 AM, <[email protected]> wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA256 > > > 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? > Or even use a fairly small cell size (the size of the largest objects), and store cells with objects in them in a hashmap from the cell coordinate to a list of objects. That way you can have an infinite grid and you only need storage proportional to the number of non-empty cells for the grid itself. Of course a simple BV hierarchy (e.g. AABB-tree, BIH, etc.) works too, since you can usually adjust it to remain valid without doing a full re-insert each frame. I suspect that a simple SaP will outdo all of these though. It's just that much simpler. -- Sebastian Sylvan ------------------------------------------------------------------------------ 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