• Home
  • Products
    • Game Engine
      • Base
      • Mathematics
      • Geometry
      • Physics
      • Particles
      • Animation
      • Graphics
      • Game
      • Game UI
    • Windows Forms
      • Docking Windows
      • Text Editor Control
  • Downloads
  • Buy
    • Overview
    • Professional
    • Indie
    • Non-Commercial
  • Support
    • Overview
    • Blog
    • Forum
    • License FAQ
    • Documentation
  • About
    • About Us
      • Services
    • Contact Us
    • Press
    • Legal Terms
      • Imprint (English)
      • Imprint (German)
Select the search type
 
  • Site
  • Web
Search
DigitalRune.com
Login |Register
NEWS News RSS Feed BLOG Blog RSS Feed FORUM News RSS Feed DOCUMENTATION DigitalRune Software on YouTube DigitalRune Software on Twitter
You are here: SupportForum

If you want to contribute to the forum discussions, please Register or Login.

SearchHome
  • 1
  • 2
  • 3
  • 4
  • 5
HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineWhatWhat's better?
Previous
 
Next
New Post
10/11/2011 2:25 AM
 
winterkewl
No Ranking

Joined: 12/8/2010
Posts: 32
What's better? 

A composite shape made up of 1000+ box shapes, or  a triangle mesh shape made up of 6000+ verts?

 Or, even better, what would be the best way to do a broadphase check of said 1000+ boxShapes to return the closest 64 or so to a given boundingSphere?

I don't need specific contact points, just the positions of the closest 64 boxes in a soup of thousands. I was trying to adapt the frustrum culling example and also implement my own Octree that would have BoxShapes as it's leaf nodes but I'm failing miserably.

Any advice is most welcome!

 
New Post
10/11/2011 2:58 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 567
Re: What's better? 
winterkewl wrote:

A composite shape made up of 1000+ box shapes, or  a triangle mesh shape made up of 6000+ verts?

I don't know. I would use a profiler to find out.

winterkewl wrote:

 Or, even better, what would be the best way to do a broadphase check of said 1000+ boxShapes to return the closest 64 or so to a given boundingSphere?

That sounds like the k-nearest neighbor problem. I think it is usually solved using a k-D tree. See http://en.wikipedia.org/wiki/K-d_tree. There is a section about nearest neighbor search. Nearest neighbor search finds the closest object. To find the k closest objects you have to extend this algorithm to keep track of the k nearest objects in a priority queue while traversing the tree.

I guess it is shouldn't be hard to find a k-D tree implementation on the interwebs.Check out http://robowiki.net/wiki/Kd-tree or http://home.wlu.edu/~levys/software/kd/ for example.

 
New Post
10/12/2011 11:08 PM
 
winterkewl
No Ranking

Joined: 12/8/2010
Posts: 32
Re: What's better? 

Sorry I didn't respond sooner, just wanted to say THANK YOU very much for the tip on KD trees that was exactly what I needed to use for my situation. :)

 

 
 Page 1 of 1
Previous
 
Next
HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineWhatWhat's better?


DigitalRune is a trademark of Garstenauer Information Technology OG.

Garstenauer Information Technology OG
Weingartenstrasse 35, 4452 Ternberg
Austria (EUROPE)
office@digitalrune.com

Home Products Downloads Buy Support About Us
Game Engine Particles Windows Forms Professional Blog Services
Base Animation Docking Windows Indie Forum Contact Us
Mathematics Graphics Text Editor Control Non-Commercial License FAQ Press (News)
Geometry Game Documentation Legal Terms
Physics Game UI Imprint
Impressum
Copyright © 2006-2012 Garstenauer Information Technology OG Terms Of UsePrivacy Statement