Timeline for What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 1, 2013 at 8:53 | vote | accept | identitycrisisuk | ||
| Apr 29, 2013 at 22:55 | answer | added | LLL79 | timeline score: 2 | |
| Mar 31, 2013 at 11:09 | comment | added | Maximus Minimus | There are two types of efficiency here - efficiency of the test and efficiency of the culling. A faster test can have a looser cull, which in turn can have further performance impact elsewhere | |
| Mar 30, 2013 at 22:47 | history | tweeted | twitter.com/#!/StackGameDev/status/318132517364457472 | ||
| May 5, 2012 at 17:52 | comment | added | identitycrisisuk | Yes I suppose you're right, there's not going to be a more efficient test to do on a potentially large number of AABBs than a few greater than or equal tests. | |
| May 4, 2012 at 16:10 | comment | added | Sean Middleditch | It sounds like you're trying to merge your narrow and broad phases. It's usually acceptable to do an AABB test against the AABBTree to find potential collisions and then to use a more accurate (but more expensive) test against refined object shapes. | |
| May 4, 2012 at 15:12 | answer | added | Steve H | timeline score: 0 | |
| May 4, 2012 at 13:25 | history | asked | identitycrisisuk | CC BY-SA 3.0 |