[ODE] Sweep-and-Prune space for ODE

Aras Pranckevicius nearaz at interamotion.com
Thu Nov 25 08:38:07 MST 2004


> On a mailing list a long long time ago, you mentioned you were 
> messing around the a sweep and prune space for ODE.  Did you ever 
> get round to further testing it or releasing it to the ODE 
> community.

Yup, I've made it into "seems to be working" state. I gave it to Russ, and 
haven't heard of it since then :)

The reason probably is because in it's present state it's not "universal". 
Eg. it relies heavily on 4-byte IEEE floats present on a system (which may be 
a problem in Macs) - because it uses radix sorter from Opcode that's written 
for floats.

> What I'm most interested to know is that if it worked 
> well in real world situations in particular FPS's.

Haven't tried it in any "real world" situation; and the last time I've done 
anything remotely similar to FPS is, well... like 7 years ago :) I've only 
made a couple of tests (eg. boxstack) and measured it's 
performance/correctness against other spaces (simple, hash, quadtree).

I'll try to find the files/patch today and upload that somewhere.


Aras Pranckevicius aka NeARAZ
http://nesnausk.org/nearaz/



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