Different bounding volumes for culling and collision detection

Posted by Serthy on Game Development See other posts from Game Development or by Serthy
Published on 2014-06-24T21:09:30Z Indexed on 2014/08/24 4:34 UTC
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Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling?

Basically class renderBounds and class physBounds versus class boundingVolume?

Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object.

(note: without considering of using an external physics engine)

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