From: thinman@netcom.com (Lance Norskog) Subject: Re: TECH: More on object collisions Date: Thu, 27 Feb 92 20:40:34 PST Since the sphere-collision test is the fastest, what we want is a sphere-packing method that is recursive. That is, an interesting number of packed spheres form a larger sphere and the outermost packed spheres all touch the larger sphere. This would serve to be a fast pruning system for finding finer checks. The world is then subdivided into a tree of empty and occupied spheres; from there on it's the same as with an octree-based collider. About combining the collider with the occluder: the collider has to do everything, not just the stuff you see, but it doesn't really need to check polygon interpenetration, does it? You don't want funky physics to happen behind your back like giant boxes sliding through each other, but minor stuff is OK. The screen can be updated when the visual area has been fully processed, but stuff outside the visual range can be done after the screen is painted. However, the sound has to be updated after all the collisions are processed, and so it should be finished by the time the corresponding screen appears. So there's a little scheduling flexibility here. Lance Norskog