Is an extra collision-mesh for level-data worth the hassle?
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Serthy
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Published on 2014-06-10T18:37:06Z
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2014/06/11
3:49 UTC
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collision-detection
|3d
What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)?
A) Use the render mesh
- [+] no need for additional work for artists to fiddle with collision detection
- [-] high detail is harder for physics calculation
- [+/-] maybe use collidable flags for materials
- [+/-] compute the collision-mesh from the render-mesh
B) Use an additional collision mesh
- [+] faster/more optimal collision-detection
- [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh)
- [-] more memory useage
How do AAA title handle this? And what are the indie dev's approaches?
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