Collision optimisation?

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    Hi people,

    I was thinking, could it be possible to divide a ship into bounded box octrees, in order to make octree collision before block collision, saving the collision test of all the other blocks in the other octrees?

    Or maybe is it already the case?



    (And sorry if misplaced post, but I can't seem to find a better place.)
     

    NeonSturm

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    Want to know the answer too.



    I would do collision checks by connecting the outermost spikes of something with planes and do smothing math until each triangle-plane has some size ratio compared to the ship - so you only have to calculate a few planes corner points vs planet planes and planet corner points vs ship planes - and ignore distant pieces (list sorted by distance) as the collision-box corners of a ship doesn\'t move far enough to reasonable do a second test.



    If we know how it is done, we can optimize our ships to not lag.