[ODE] Optimizing entities collision
Patrick McColgan
patrick at torcinteractive.com
Fri Sep 16 16:11:52 MST 2005
Look in the manual for category and collide bitfields, they are a part
of all geoms and in SpaceCollides it checks that either the one object's
category is in the other object's collide or vice versa before it
performs the AABB collide.
Jose Marin wrote:
>Hi.
>
>I'm using ODE as the only physics and collision
>detection system on my game.
>
>I have 6 types of entities:
>
>1) the static environment
>2) the itens (health, ammo)
>3) the enemies (monsters)
>4) player bullets
>5) enemies bullets
>6) the player
>
>This needs optimizations, because some entities don't
>have to be collision checked with other. For example,
>the entities of class 1,2, 4 and 5 don't have to be
>checked with the same class (one bullet don't have to
>be checked with another bullet).
>
>Is there some way of optimizing this?
>
>
>Maybe using spaces? Flags?
>
>Thanks for any tip!
>
>Jose
>
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