How about at a lower level, perform a sort of some sort and isolate polygons 
that "face" each other, put these polygons into an array, and then only 
perform intersection checks on the polygons in these arrays?

Regards,
Ampere

On May 2, 2004 12:41 pm, Erik Hofman wrote:
> There might be one step in between here, which I have been thinking of a
> bit. It would be easy to implement a bounding cylinder (2d collision
> detection) and only if there is a hit go to the bounding sphere.
> For me it looks like that approach would be much less costly as directly
> determining a bounding sphere.

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