Details for those who REALLY want to know :-)


[ Follow Ups ] [ Post Followup ] [ Jed Messages ]

Posted by CogKing on March 17, 1998 at 15:54:49:

In Reply to: It's a calculation to speed up gameplay i think nt posted by Pele on March 17, 1998 at 15:36:10:

When you do collision detection in a complex sector you use an expensive
algorithm. There are however ways to have to execute this algorithm only
rarely, by using bounding boxes and collide boxes.

A bounding box is the smallest box totally enclosing the sector, and a collide box
is the biggest box totally inside in the sector. Boxes being understood as
parallelipipeds with edges parallel to the world axes.

So, the problem actually is : "Is this point (thing) in this sector ?".

You can simplify this in two cases with extremely simple and fast tests :
1) if the point is outside the bounding box, it is NOT in the sector.
2) if the point is inside the collide box, it is in the sector.

So you only have to use the complex algorithm if those two preliminary tests fail !

-CogKing


Follow Ups:



Post a Followup

Name:
E-Mail:
Subject:
Comments:

Optional Link URL:
Link Title:
Optional Image URL:


[ Follow Ups ] [ Post Followup ] [ Jed Messages ]