polyadvent

A game engine from scratch in C
git clone git://jb55.com/polyadvent
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commit 52a94c11cd8a8c3a2b95b1f0cf636a45e6477a6a
parent 1d5fde5b8c97e693a233fb55c8bf1b5ec781a1b9
Author: William Casarin <jb55@jb55.com>
Date:   Sun, 21 Jul 2019 16:46:25 -0700

initial terrain collision docs

Diffstat:
Adoc/terrain-collision.txt | 21+++++++++++++++++++++
1 file changed, 21 insertions(+), 0 deletions(-)

diff --git a/doc/terrain-collision.txt b/doc/terrain-collision.txt @@ -0,0 +1,21 @@ + +Basic Idea +========== + +Use an overlay grid for space partitioning vertex indices: + + + +-----+-----+-----+-----+-----+ + | | | | | | + +-----+-----+-----+-----+-----+ + | | | * | | | + +-----+-----+-----+-----+-----+ + | | | * | * * | | + +-----+-----+-----+-----+-----+ + | | | * | * | | + +-----+-----+-----+-----+-----+ + | | | | | | + +-----+-----+-----+-----+-----+ + +Where *'s are indices to the corresponding vertex. We'll need to save +height in memory so that collision can reference the heights.