[ODE] axis aligned square geoms

Fig TaTam fig_tatam at hotmail.com
Sun Jun 29 12:37:02 2003


Did you guys get my email about this idea?

*****
I have an idea for new collision primitive: 2D AABB, or "axis aligned 
square".
Imagine a large 3D level design, with many rooms and various structures, all 
made out of simple blocks, sort of like Lego's. It's an easy way of having 
complex levels with relatively low polygon count. In such a level, many 
surfaces will be axis aligned in some 2D plane, so a large portion of the 
level could be approximated by "axis aligned squares". I know that the same 
effect could be achieved with box primitives, but "axis aligned squares" 
would be simpler and more efficient. Since level structures usually require 
a large number of primitives to approximate them, even a small advantage in 
efficiency of "axis aligned squares" over boxes would yield significant 
performance improvement.

Also, it would be easy to implement an algorithm that can approximate a 3D 
structure with "axis aligned squares" from a set of vertices and triangles.
*****

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