Andy Ross writes:
> 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.
Currently all sub elements of a flightgear scenery tile are loaded
in to a 'wide' graph.
| | | | |
| | | | | | | | | | | | | | | |
Fan Nodes all at eaqual depth
And what IMO is needed for *fast* collision detection
is a 'deeper' graph
| | | | |
QUAD TREE of Fan Nodes with
assosciated SSG bounding spheres
This could be implemented as a load time optimization
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