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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Mesh optimization

Every operation on a mesh will simply loop through all of the triangles that make up the mesh and perform the requested operation on every triangle. With medium to large size meshes this becomes very expensive, very fast. Because of the expensive nature of these tests, we are going to add an optional acceleration structure to our Mesh object.

The optimization structure we are adding is a Bounding Volume Hierarchy (BVH), an Octree to be specific. First we will need to find an AABB that contains the entire mesh. Next, we will divide the box into eight sub-boxes. We assign each triangle of the mesh to one (or more) of the nine boxes it belongs to. We will recursively repeat this process:

Mesh optimization

Now that every triangle is inside an AABB, we can use this hierarchy to accelerate intersection testing. At the top level, we check if the intersection touches the AABB containing the box. Next, we check if the intersection touches any of the AABB's eight children. We recursively repeat...

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