[ODE] Why is it that most commercial entities roll their
owncollision system?
Megan Fox
shalinor at circustent.us
Fri Mar 12 20:10:03 MST 2004
Alright, that makes perfect sense. Thanks for the explanation... I was afraid they were doing more than that sort of optimization (though thinking about, there isn't much more they could do, without also altering ODE's other sections).
-Megan Fox
> You can usually know things about the objects in the game that'll
> drastically
> simplify the cost of collision detection.
>
> For example, in a car racing game, you could store a height map
> of the track and
> do collision detection by a simple 2D array lookup with
> interpolation. That's
> going to be orders of magnitude faster than a general triangle
> mesh lookup.
>
> In a flight simulator, you can know that if you are higher than
> the highest
> hilltop in your world, you can skip over all collision testing
> with the ground.
>
> There are lots of dramatic short-cuts you can do when you know
> about the nature
> of the world you are in. All ODE knows about is a big pile of
> shapes with no
> particular organisation.
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