Re: [Ardor3D] CollisionTreeManager
Posted by
gouessej on
Feb 25, 2015; 9:23am
URL: https://forum.jogamp.org/Ardor3D-CollisionTreeManager-tp4034063p4034066.html
In my humble opinion, your meshes should be stored in a hierarchical way matching with their location so that the collision test can skip lots of meshes. A single common parent node is the worst case. It's not specific to JogAmp's Ardor3D Continuation. There is no interest in using a scenegraph API if the meshes aren't cleverly distributed. Each parent node has a bounding box, the objective consists in minimizing the number of meshes requiring very accurate triangle-triangle collision tests. If you have a very few meshes, maybe you should split the largest one into several ones. If you have a very few intermediary parent nodes, you should create new parent nodes.