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<H1>Collision Detection</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Collision Detection</LI>
<LI><em>From</em>: Cynbe ru Taren &lt;<A HREF="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</A>&gt;</LI>
<LI><em>Date</em>: Tue, 19 Aug 1997 16:26:17 -0500</LI>
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<PRE>

Re the recent collision detection discussion:  There was a pretty
good article on this in Computer Graphics and Applications about
3-5 years ago.  The solution and conclusion there was that to do
realtime collision detection on complex worlds, you just have to
be really aggressive at eliminating needless work, using a whole
hierarchy of techniques, basically cheapest-first.

E.g.:

Typically much/most of the scenery is fixed wrt the ground:  You
don't have to test motionless trees to see if they are hitting
each other.  So don't.  Similarly with parts of moving vehicles
&amp;tc.  They suggest that parts in contact are a nightmare for
collision detection algorithms anyhow, since they keep going in
and out of exact contact based on floating-point roundoff, and
fail all the cheap tests:  Big win to set up your system to just
not do those checks.

Beyond that, just use a cascade of techniques cheapest-first as
aggressively and intelligently as you can:  Sphere-intersection
checks and quadtrees &amp;tc can rule out lots of potentential collisions
very quickly.  Bounding-boxes aligned with the coordinate system
ditto.  Potential collisions that pass those tests can be checked
on a simple convex hull, and potential collisions that pass -that-
can start checking against real device geometry.

</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Multi-threaded programming under Linux</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00225" HREF="msg00225.html">Re: [MUD-Dev] Multi-threaded programming under Linux</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 23 Jul 1997, 13:18 GMT
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</ul>
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<LI><strong><A NAME="00223" HREF="msg00223.html">Re: [MUD-Dev]	Graphical MUDs</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 23 Jul 1997, 13:04 GMT
<LI><strong><A NAME="00222" HREF="msg00222.html">Collision detection</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 23 Jul 1997, 12:21 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00236" HREF="msg00236.html">Collision detection</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 25 Jul 1997, 09:29 GMT
</LI>
<LI><strong><A NAME="00678" HREF="msg00678.html">Collision Detection</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Tue 19 Aug 1997, 21:26 GMT
</LI>
</UL>
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<LI><strong><A NAME="00221" HREF="msg00221.html">Re: (fwd) Re: LP: How does it work?</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 23 Jul 1997, 11:46 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00237" HREF="msg00237.html">Re: (fwd) Re: LP: How does it work?</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 25 Jul 1997, 09:29 GMT
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</UL>
</LI>
<LI><strong><A NAME="00215" HREF="msg00215.html">Re: [MUD-Dev]  Multi-threaded programming under Linux</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Wed 23 Jul 1997, 03:52 GMT
<UL>
<LI><strong><A NAME="00231" HREF="msg00231.html">Re: [MUD-Dev]  Multi-threaded programming under Linux</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 24 Jul 1997, 07:11 GMT
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</UL>
</LI>
</UL></BLOCKQUOTE>

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