3 ms·
Realtime collision detection[1] has a fantastic chapter in this with some really good practical examples if I remember right. Great book, I used to refer to it
by vvanders 4y ago
Realtime collision detection[1] has a fantastic chapter in this with some really good practical examples if I remember right.
Great book, I used to refer to it as 3D "data structures" book which is very much in theme with this thread.
[1] https://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323 https://www.amazon.com/Real-Time-Collision-Detection-Interac...
- trebcon 4y agoThe implicit grid data structure from there is a personal favorite of mine. I used it in a game once and it performed incredibly well for our use case. It's a bit too complicated to totally summarize here, but it uses a bit per object in the scene. Then bit-wise operations are used to perform quick set operations on objects. This data structure got me generally interested in algorithms that use bits for set operations. I found the Roaring Bitmap github page has a lot of useful information and references wrt this topic: https://github.com/RoaringBitmap/RoaringBitmap https://github.com/RoaringBitmap/RoaringBitmap
- phkahler 4y agoI spent a lot of time optimizing an octree for ray tracing. It is my favorite "spatial index" because it's the only one I know that can be dynamically updated and always results in the same structure for given object placement.
- SotCodeLaureate 4y agoI often recommend this book, RTCD, as a "better intro to data structures and algorithms" (sometimes as "the best"). The advice often falls on deaf ears, unfortunately.
- Gene_Parmesan 4y agoSeconding the RTCD recommendation. Handy code examples, and my favorite part is that the book is real-world-performance-conscious (hence the "real-time" in the title).
- thegeomaster 4y agoIt's a stellar book. I work on a commercial realtime physics engine, the "orange book" is practically required reading here.