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killames5703y@Wisecrack I need a fast way of processing collisions and momentum that picks out which objects to test simply put
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killames5703y@Wisecrack like if there are 10s of 1000s of objects of differing size all being simulated at varying speeds and the point of contact and resulting velocity and direction while accounting for other forces in effect are accounted for
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@killames simple polygons, bounding boxes, circles, or are the collision shapes complex?
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killames5703y@Wisecrack starting out spheres but the idea is to make them complex and add deforming materials that can shatter to form new objects
But the big thing is getting an algorithm to weed out which collisions to check for as o to n can take awhile -
@killames the only ones I ever implemented were bounding box and points based on circles.
There is something about intersecting vectors and subdividing a world to determine what objects to perform collision checks on.
For example if you're brute forcing it, and all your objects that can collide are in subsector IJK, there no reason to perform checks on line objects isolated in other sectors. Nor is there any reason to check for collisions between any two objects that are in physically separate regions of the level or screen. -
killames5703y@Wisecrack yeah I thought of that determining what quadrants or rather divisions their course passes through and sorting by velocity to test the fastest first
When extracting intersections of lines for another reason tried this as well it’s pretty cpu intensive
The way I implemented it anyway
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