>So I thought I would keep one Shape3D and have 20,000 
>geometries. Then the detach is fast, but the collision detection is sooo 
slow...

Do you really need polygon accurate collision detection here? It sounds 
like you need a custom collision solution and some real geometry trickery 
to make this fast if it is at all possible.

Would it be good enough for you to have a number of bounding volumes 
(boxes/spheres) for the collision detection? You know, ones for the arms, 
legs and other main body sections.

Imagine what it has to do... project a ray into 20,000 triangles. I don't 
think it's not going to be fast even in the best of worlds.

How did you split it into shapes? Was it "logical" devisions, i.e. limbs?

...and does the character really need to have 20,000 triangles? 

One possibility might be two models � one invisible one used for picking 
only, that has say 1000 triangles. This simplified model could be good 
enough for picking usage (split into multiple Shape3Ds), and use the 
20,000 triangle version for display.

Just an idea.

It sounds like the generic picking tools may not be the best solution for 
you though.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W<A> ~~~~~
(o) Wangjammer5 (Marc Palmer) 
( ) Wangjammer7 

www.wangjammers.org = Java Consultants (Web|Smartcards|Crypto)

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