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Current implementation is naïve -- it just checks all possible collisions between all possible objects, traversing the list of registered collision combinations and then objects of corresponding types.
This is complex in a cyclomatic way. Thus it needs to be improved. The idea is to make use of some logarithmic data structure, like BSP-tree or quadtree to divide objects and to decrease number of unnecessary checks, and to get rid of that horrible deep loop nesting.
The text was updated successfully, but these errors were encountered:
Current implementation is naïve -- it just checks all possible collisions between all possible objects, traversing the list of registered collision combinations and then objects of corresponding types.
This is complex in a cyclomatic way. Thus it needs to be improved. The idea is to make use of some logarithmic data structure, like BSP-tree or quadtree to divide objects and to decrease number of unnecessary checks, and to get rid of that horrible deep loop nesting.
The text was updated successfully, but these errors were encountered: