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Support Request: MeshCollider or NativeBoundingVolumeTree #23
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Hi @tony-topper, thanks for the feedback! I think it depends on your setup. I need more information regarding the collisions (targets) and the objects (dynamics/static).
I assume that these objects can be represented with triangle mesh, so using tree vs tree as a broad-phase could be a natural thing to do. To solve the narrow-phase you have a few options: (a) checking if point is in triangle (b) triangle-triangle intersection check (c) edge-edge intersection check (d) ... I have some collision algorithms in After our discussion on a different thread, I guess that you are using the I hope this helps! Best, |
Thanks so much for the reply @andywiecko. This is very helpful. At the moment I am a solo dev, so it's nice to get someone else's perspective. I think going the |
I'm glad that I could help. I really appreciate your feedback. Your contributions to my projects make them better.
In my PBD2D I have an abstract system for updating tree volumes for different objects (triangles, points, edges, etc.). It uses the |
Trying to get some insight on which route I want to take on something.
You see the set of bounding boxes I've created here. Debating between just creating a mesh with triangles and using a Mesh Collider or using your AABB bounding boxes in the NativeBoundingVolumeTree to determine collisions.
Do you have any insight on what the performance differences would be here? Unity says this is how the Mesh Collider works: https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Geometry.html
I am trying to calculate when things, mostly the player, are behind tree branches.
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