broad-phase

What technique should be used to prune 2d collision checks?

女生的网名这么多〃 提交于 2019-12-17 22:24:15
问题 From the outset, collision detection feels like it is an O(n^2) problem. You have a bunch of objects and you need to check if each object is colliding with any of the other objects. However, I know that it is wildly ineffecient to check each object against all the other objects. Why do a relatively expensive collision check between two balls if they aren't even close to eachother? Here is example of my simple program I'm working on: If you have 1000 balls then if you went with the naive

Broad-phase collision detection methods?

北战南征 提交于 2019-11-28 16:00:34
I'm building a 2D physics engine and I want to add broad-phase collision detection, though I only know of 2 or 3 types: Check everything against everything else (O(n^2) complexity) Sweep and Prune (sort and sweep) something about Binary Space Partition (not sure how to do this) But surely there's more options right? what are they? And can either a basic description of each be provided or links to descriptions? I've seen this but I'm asking for a list of algorithms available, not the best one for my needs. In this case, "Broad phase collision detection" is a method used by physics engines to

Broad-phase collision detection methods?

三世轮回 提交于 2019-11-27 09:30:33
问题 I'm building a 2D physics engine and I want to add broad-phase collision detection, though I only know of 2 or 3 types: Check everything against everything else (O(n^2) complexity) Sweep and Prune (sort and sweep) something about Binary Space Partition (not sure how to do this) But surely there's more options right? what are they? And can either a basic description of each be provided or links to descriptions? I've seen this but I'm asking for a list of algorithms available, not the best one