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Chris Huff wrote:
>
> And if you use a similar method to do collision with meshes, you could
> tesselate (almost) any object with the tesselation patch and use the
> resulting mesh for collision testing. It would be slow (a patch might be
> needed to get a useable speed, like a "objects_intersect(ObjectA,
> ObjectB, ...ObjectX) function), but you could speed it up a little by
> using low-resolution meshes, either as a bounds test or for the actual
> collision detection.
>
One could also use the brute force method using eval_pattern on the object
patterns of the two objects in a fine parallel raster...
I'm not even sure if that's slower, because tesselation is not needed.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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