Andy,

I agree with you, picking for terrain following is too comple and
results in poor performance. I think the tutorial on j3d org is just an
example of how you "could" do it.  I don't think there is any really
great advantage to do it this way.

Kev

Andy Gombos wrote:

What is the main reason to use picking in terrain following (or
collison detection, or whatever) rather than the actual geometry
data?  Picking seems to involve a lot of work (creating the
pick shape, asking the scene graph for the objects, and then comparing
each returned object) versus (in the case of terrain following) asking
the terrain to interpolate a height for a given set of coordinates.
You get the height at a given point instantly, although this does
ignore stuff like buildings you may be in - the framework would need
to be extended for that.

It seems with a class to automatically determine what is below you,
and at what height, would be faster than picking.  While the picking
API may infact do this, the more generalized implementation must cause
slow downs somewhere.

Any thoughts?


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Jose UML - http://www.newdawnsoftware.com/jose
Pondering RPG - http://pondering.newdawnsoftware.com

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