Difference between revisions of "CollisionDetection"
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| − | + | Collision detection is a constant drain on a 3D game engine. This is the systematic check to see if any intersections are occurring between significant polygons, such as my player's sword and your player's neck. | |
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| + | A common method to optimize collision detection is to use a [[BoundingBox|bounding box]] to simplify collision shapes. | ||
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| + | Terrains are easy targets for optimized collision detection since their collidable surfaces can usually be represented by a simple height map. | ||
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| + | ---- | ||
| + | [[Category:Glossary]] | ||
Revision as of 21:11, 14 February 2015
Collision detection is a constant drain on a 3D game engine. This is the systematic check to see if any intersections are occurring between significant polygons, such as my player's sword and your player's neck.
A common method to optimize collision detection is to use a bounding box to simplify collision shapes.
Terrains are easy targets for optimized collision detection since their collidable surfaces can usually be represented by a simple height map.