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Collision Detection – Default Testing

Patrick Lam | 26 March, 2009 | 17:19
Thinking back at the discussing I had with Andor, I remember discussing about adding the functionality in so that the users can turn off the triangle-triangle test, using only the bounding sphere test. Taking up on that suggestion, I had just finished adding that functionality in.

The collision detection now by default, has the triangle-triangle test turned off. To turn it on, the user just need to pass in a boolean true value. cd = new CollisionDetection(scn); cd.setTriangleTest(true);Thinking more about it, it does make a lot of sense to have this feature. I mean, most of the time, I think the bounding sphere collision detection test suffice. Most collision do happen between very simple objects like a wall or a ball, and I think the bounding sphere is enough to serve that purpose.

Plus, if users want a higher performance, the bounding sphere can definitely provide that. Comparing the testing speed for collision between two spheres, the bounding sphere test takes about 20-30 ms where as the triangle triangle test takes about 200-300ms. That’s 10 times longer, and I can’t guarantee that the results will stay the same for even more complex objects. Of course, I’m not saying all collision detection are this slow with triangle-triangle tests, and I am still trying to find out if there are more ways to increase the speed of my collision detection.

Lets hope I can get another big jump in performance soon. =)
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A spec change that keeps coming back to haunt me

At some point, the way firefox handles keyboard events changed. I’m not sure exactly when it happened, all I know is that it broke how I was dealing with keyboard interaction on almost every demo I’ve written (for example,the mocap demo and MotionView). When I wrote the demos, the keydown event would be fired once, [...]

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The 2.2 Release of the Canvas 3D Library includes a number of new features, updates to old features and fixes for several bugs along with the requisite changes to meet the evolving WebGL spec. Some of the things included (in no particular order) are: Better picking code. The ability to swap textures as a scene [...]

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