4 ms·
Most likely this can be preceded by testing branches of some spatial hierarchy datastructure, 1 million squared is a lot to compute no matter the algorithm
by bruce343434 1y ago
Most likely this can be preceded by testing branches of some spatial hierarchy datastructure, 1 million squared is a lot to compute no matter the algorithm
- reactordev 1y agoWithout optimizations of the vertices buffer, correct, it’s a 1T loop. But we can work on faces and normals so that reduces it by a factor of 3. We can octree it further as well spatially but… There’s a really clever trick Unreal does with their decimation algorithm to produce collision shapes if you need to. I believe it requires a bake step (pre-compute offline). I’d be fine with a bake step for this.