Is an extra collision-mesh for level-data worth the hassle?

Posted by Serthy on Game Development See other posts from Game Development or by Serthy
Published on 2014-06-10T18:37:06Z Indexed on 2014/06/11 3:49 UTC
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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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