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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.

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bob1029 ◴[] No.44513664[source]
> Do we assume a spherical bounds and just eat the cost?

We pick the bounding volume that is most suitable to the use case. The cost of non-spherical bounding volumes is often not that severe when compared to purely spherical ones.

https://docs.bepuphysics.com/PerformanceTips.html#shape-opti...

Edit: I just noticed the doc references this issue:

https://github.com/bepu/bepuphysics2/issues/63

Seems related to the article.

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1. reactordev ◴[] No.44514622[source]
Yeah triangle-triangle is really dependent on number of triangles.

I noticed that issue is 6 years old, what’s the current state?