RobynsVeil opened this issue on May 30, 2008 · 267 posts
renderdog2000 posted Mon, 16 June 2008 at 8:12 AM
Quote - Collision detection with the polycounts typical in Poser? It is going to be hella resource-monstrous in anything that doesn't use pure OpenGL (or DirectX) for calculating it (and even then you may still have to hunt down some external libs for it... e.g. GLIDE and such). My best advice is to build with an eye to it, but save it for later, after you (at the very least) have a solid beta.
/P
Noted - I'm still working on some ideas for "basic collision detection" that won't be so resource intense, one of the notions I've considered is that whenever an item is loaded into FAST's database library it precalculates "bounding boxes" to be used for this purpose, that data is then stored in the database and can be loaded later and the basic collision detection uses this data, rather than the mesh itself, to check for collisions. Naturally this will require a bit of thought and coding, but I think it might be possible. Since the calculations needed for the bounding boxes would have already been applied to each item, rather than trying to do it in realtime, the only thing you'd have to do realtime is to check and see if one bounding box collides with another and adjust accordingly. Some testing would be required of course to see if this will turn out to be fast enough for real time collision detection, but I think the idea is worth investigating.
-Never fear, RenderDog is near! Oh wait, is that a chew toy? Yup. ok, nevermind.. go back to fearing...