terrain-collision.txt (702B)
1 2 Basic Idea 3 ========== 4 5 Use an overlay grid for space partitioning vertex indices: 6 7 0 1 2 3 4 5 8 0 +-----+-----+-----+-----+-----+ 9 | | | | | | 10 1 +-----+-----+-----+-----+-----+ 11 | | | * | | | 12 2 +-----+-----+-----+-----+-----+ 13 | | | * | * * | | 14 3 +-----+-----+-----+-----+-----+ 15 | | a | * | * | | 16 4 +-----+-----+-----+-----+-----+ 17 | | | | | | 18 5 +-----+-----+-----+-----+-----+ 19 20 buckets = size / pdist ? 21 22 23 Where *'s are indices to the corresponding vertex. We'll need to save 24 height in memory so that collision can reference the heights.