[ODE] ODE in a BSP environment

Rodrigo Hernandez kwizatz at aeongames.com
Thu Aug 10 08:41:36 MST 2006


Also, if you are using portals, you could make a space for each area,
if you're using Quake 3 bsp files, I believe it already contains portal 
data, if you're doing your
own home brew BSP, then I guess its up to you :).


Jason Perkins wrote:
> On 8/10/06, Jose Marin <jose_marin2 at yahoo.com.br> wrote:
>   
>> My idea is how to group the triangles for each branch,
>> to speed up the collision detection.
>>     
>
> ODE's trimesh collider already builds an AABB tree, so you don't have
> to worry about that.
>
> If you are comfortable traversing the BSP tree yourself (you are
> probably doing it for rendering anyway), you can locate the brushes
> near your character and then do a plane/capsule (assuming you are
> using capsule) test against your characters geom. Just skip the ODE
> spaces entirely and use dCollide() directly.
>
> Jason
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>   



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