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the main thing with collision detection is narrowing what to search. consider a game with a million spheres: what can you do to narrow it down so you don't have
by pasquinelli 9y ago
the main thing with collision detection is narrowing what to search. consider a game with a million spheres: what can you do to narrow it down so you don't have to test each sphere against 999,999 others every frame. firing out a fiber bundle is akin to saying, "find the distance between each pair of spheres and compare that distance to the sum of the radiuses of the spheres." yes, that is a test for sphere to sphere collision, but it misses the problem.