[ODE] Re: Heightfield / Collision.

Nate W coding at natew.com
Tue Feb 18 07:55:02 2003


On Tue, 18 Feb 2003 skjold@cistron.nl wrote:

> Actually, on a side note, I'm wondering if it's really desirable to
> use triangles for collisions when it comes to heightfields.

Perhaps not desirable in terms of accuracy, but is there a method that's
faster?  Or significantly more accurate without significantly more time to
compute solutions?

It would be pretty cool if we had NURBS-surface primitives (and collision
tests for box-NURB, sphere-NURB, etc, etc), but I dunno about the frame
rate that would entail.

-- 

Nate Waddoups
Redmond WA USA
http://www.natew.com