Wednesday, October 12, 2011

AABB vs. OBB

The lack of posts in the last weeks was not due to a lack of progress on the engine.. what I've been working on is just not very interesting: I've ported the frustum culling and collision detection code from the old framework into the new engine and it's finally all working as it should.

I've been struggling to implement culling and intersection tests for oriented bounding boxes (OBB) and discarded them eventually; instead, I simply rotate the eight corner points of an entity's axis-alinged bounding box to dynamically compute a larger AABB which encompasses the rotated entity. This is still pretty fast and works just as well.

Next task: Bullet integration.


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