[ODE] Loading trimesh from file
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Wed Jul 12 00:19:51 MST 2006
Rodrigo Hernandez wrote:
> That said, it is probably NOT a good idea to do this for large
> "buildings", or for meshes that have too much detail, if say inside your
> building
I've found the performance to be just fine. The OPCODE code will
internally build an AABB tree of the collision data, so it will quickly
cull out all the triangles that are not close to the player. It would
only test pieces of that plant if the player was actually very close to
the plant.
That being said, almost any game will typically build a less complex
collision mesh for its geometry, than the rendered mesh. Sometimes, if
you build a mesh in multiple LODs, you can use a lower-LOD mesh for your
collisions. That's just plain good sense, and is typically done to save
runtime RAM (rather than, necessarily, performance).
Cheers,
/ h+
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