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About 3D games, for a maximum precision in collision detection, what is the algorith that is fastest, needs?

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least duration to be executed,

What are the algorithms that give very good Precision/speed of calculation ratio?

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  1. There are many collision detection engines out there, and while some are just plain faster than others, which one works best for you will depend on what kind of 3D engine you use.  Frequently, the best way to go is with a built-in hardware 3D engine (you can use HAL to implement this) and there are even hardware physics implementations (such has PhysX).  If you want to use OpenGL or DirectX or even your own rendering engine, you'll probably want to try a few different ones.  There is no *best* collision detection engine out there, the faster ones are more error prone and have other drawbacks, so you'll have to make a compromise in one area or the other.


  2. If you are working in this field I hope you are familiar with general 3D formulas; you must pay heed to: 1)reliable programming excluding all possible bugs! only after this you may 2)start improving your subroutine; 3) I’d recommend you to translate it into Assembler PL, substituting some bulky interrupts with your own; 4)keep in mind a)the more data are in RAM the faster it works; b)the less swapping occurs the faster it works; 5)don’t compose a general subroutine – a family of similar subroutines with less number of formal parameters is always better; 6)don’t waste time looking for ready-made solutions!  

    Also see the answers on similar question

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