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.
The truly adventurous should note that the "mostly 2D" nature of the problem lends itself nicely to a tree-based (quadtree or BSP) hierarchical representation. The coarse intersection of bounding spheres should be the next level of refinement, finally followed by testing of individual polygons. Andy _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel