[ODE] BSP and ODE's collision system

gl gl at ntlworld.com
Tue Apr 22 04:21:01 2003


> > The thing is, if you're rendering from a BSP, you ideally want to do BSP
> > collision too.  First, the BSP is already a spacial hierarchy, so
> colliding
> > primitives against it is already fairly optimized.
>
> Yes, could be. In the end, it all depends on the situation :)
>
> The difference is, that hash-space and similar schemes operate at
> "per-object" level - they can quickly find what objects are near each
other.
> While BSP and BV-trees usually operate at "in-object" level - it's good to
> use BSP for object-to-geometry collisions; but hash-space also gives you
> object-to-object collision advantages.

Agreed, but people generally use BSPs for static level geometry.
--
gl