Login  Register

Re: [Ardor3D] CollisionTreeManager

Posted by gouessej on Feb 26, 2015; 2:09pm
URL: https://forum.jogamp.org/Ardor3D-CollisionTreeManager-tp4034063p4034069.html

Hi

Maybe there is a limitation in the collision tree manager but I wonder how you could shorten the computation time even when you don't use any cloned mesh. In my humble opinion, this potential limitation has an impact if most of your scene is composed of cloned meshes. I have found no way to "fix" it. The only hacky way to work around it consists in using the reflection API to put the original collision tree into the cache for each cloned mesh that shares the geometry data with the original mesh. It could have some side effects.
Julien Gouesse | Personal blog | Website