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  AABB - checking collisions  (Read 472 times)
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Offline steg90

Senior Member

Medals: 1

« Posted 2013-04-08 11:08:12 »


If you have a world made up of say 10000 objects, detecting collision with all these is going to be very slow, do you need use some form of spatial partioning to speed this up?  I was thinking on the lines of how minecraft does it, there a thousands and thousands of cubes to check, I take it Notch used some form of AABB for collision checks and some spatial partioning?

Thanks for any advice,
Online Phased
« Reply #1 - Posted 2013-04-08 11:46:47 »

Only check collision with the blocks around you, so up, down, left, right. anywhere where the place could collide, like its impossible for the player to be colliding with a object separated by 10 blocks.
Offline steg90

Senior Member

Medals: 1

« Reply #2 - Posted 2013-04-08 12:06:53 »


Ok, so convert players position into object space (voxel space), check if collision with blocks north,east,south,west,up and down using AABB?

If this wasn't a voxel game, say a 3d game where objects aren't static, I guess you would then need some spatial technique?

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« Reply #3 - Posted 2013-04-08 16:48:13 »

You might find this article useful.
Offline steg90

Senior Member

Medals: 1

« Reply #4 - Posted 2013-04-08 17:14:12 »

Hey thanks,

Very interesting article.
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