DigitalRune Geometry supports automatic generation of bounding shapes and convex hulls. Using simple bounding shapes or convex hulls is more efficient than using arbitrary triangle meshes in game physics. In this post we will investigate different kinds of bounding shapes.
Let's look at a practical example. Here is the Dude from the XNA Skinned Model Example:
The model has 13132 vertices and the skeleton has 60 bones.
Here is the same model where a bounding sphere is computed for the vertices of each bone.
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