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269 points OlympicMarmoto | 1 comments | | HN request time: 0.21s | source

I discovered this collision detection algorithm during COVID and finally got around to writing about it.

github repo: https://github.com/cairnc/sat_blog

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reactordev ◴[] No.44511689[source]
This is novel indeed! What about non-spherical shapes? Do we assume a spherical bounds and just eat the cost? Either way, narrow phase gets extremely unwieldy when down to the triangle level. Easy for simple shapes but if you throw 1M vertices at it vs 1M vertices you’re going to have a bad time.

Any optimization to cut down on ray tests or clip is going to be a win.

replies(5): >>44511963 #>>44512034 #>>44512617 #>>44512959 #>>44513664 #
1. OlympicMarmoto ◴[] No.44512617[source]
Do you mean non-convex shapes? You can do a convex decomposition and then test all pairs. Usually games accelerate this with a BVH.