Timeline for Boolean checks with a single quadtree, or multiple quadtrees?
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 11, 2012 at 12:25 | vote | accept | Djentleman | ||
| Jul 11, 2012 at 12:24 | comment | added | Marton | You're welcome! Sorry I couldn't post the loop from my actual collision management code, I'm at work right now :-) I'm pretty sure you can fit it to your own needs though. | |
| Jul 11, 2012 at 12:19 | comment | added | Djentleman | Yeah, I've been working on using interfaces for polymorphism (I use ISpatialNode for my quadtree lists), so that makes sense to me. This is a great solution and means I'll only need one quadtree, so thanks! | |
| Jul 11, 2012 at 12:11 | comment | added | Marton | You don't have to worry about this unless you have millions of objects. This is a really lightweight class, it won't have any visible impact on the performance of your application. I need to mention though, that I've also defined an ICollidable interface, and all collidable objects implement this. So in practice, the Victim property is of ICollidable type, and the Colliders property is of List<ICollidable> type. This means, I don't have to do as many casting operations. | |
| Jul 11, 2012 at 11:51 | comment | added | Djentleman | I like this solution, having a Collision class is clever. But it is really efficient? Having a wide variety of characters moving around the environment alone would generate a significant amount of collisions every frame, wouldn't it? Would it perhaps be better to have a separate case for objects colliding with the environment, one that doesn't create classes? | |
| Jul 11, 2012 at 7:41 | history | answered | Marton | CC BY-SA 3.0 |