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>> Isn't this just the "normal" problem of performing space partitioning
>> with moving objects?
>
> Which is a very hard problem. Why do you think scenery is always static
> in all games?
Oh, OK. I had assumed that this was a "solved" problem, since it occurs
any time you want to animate multiple moving objects...
I also assumed that scenery is always static in games so that you can
precompute light maps, occlusion data, and other stuff that makes it
possible to draw a landscape made up of a trillian polygons without
slowing everything to a crawl... As you probably know, I don't "do" this
for a living. ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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