Re: Fastrom patches?
Posted: Tue Jun 11, 2019 1:22 pm
Yes, that's just more collision tests that can really take advantage of a collision acceleration structure.psycopathicteen wrote:The bubbles also collide with other bubbles.
Yes, that's just more collision tests that can really take advantage of a collision acceleration structure.psycopathicteen wrote:The bubbles also collide with other bubbles.
Okay, that makes more sense. I thought it seemed unnecessarily crazy, but I didn't really try to imagine what advantage it could possibly have. I assumed everyone was making fun of it because it simply used multiple bounding boxes for each bubble, in which case it would indeed have been horrendously inefficient.rainwarrior wrote:You test for collision with an 8x8 grid by dividing the coordinate by 8 (i.e. right shift by 3), and looking up a value stored by that index.