So I've decided to make the world for my fps game almost entirly out of cubes. Now these cubes won't be all the same size, so I can actually get pretty detailed good looking (if not organic) levels. Plus, because the entire level is one primitive, rendered over and over, the speed will be fast, fast enough to allow realtime level editing, make the
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and you keep dividing until you get the precision you need.
Think of a line(1-D) you divide it into 2 sections each time.
for 2-D you divide each section into squares, each of which touches 4 other cubes.
so for 3-D you have a cube, and divide it into 8 child cubes.
http://hpcc.engin.umich.edu/CFD/users/charlton/Thesis/html/node29.html
the point is, if a object is not inside a parent cube, it cant possibly be inside of the 8 smaller ones that compose it. so you can not do collision checks for the rest of the nodes on that branch.
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