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May 8, 2018 at 15:25 history edited user1430
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Jun 19, 2015 at 11:58 comment added teodron @JamesAMD I'm not sure about Bullet, but last time I meddled with Havok, I think the actual collision between two cylinders boils down to treating them as convex solids and using GJK (which is indeed more expensive). But since Havok is not open source, judging by how the cylinder shape is formed, one can only hypothesize that GJK or anything else as general is the way to go. See here: transporter-game.googlecode.com/svn/trunk/inc/physics/Physics/…
Jun 19, 2015 at 11:52 comment added teodron @JamesAMD to answer your question accurately, I should look into specific implementation details of those collision queries and preferably benchmark them on different processor architectures. Looks like finding the exact collision point is tricky, involving a bit of conjugate gradient search, as detailed by Eberly: geometrictools.com/Documentation/IntersectionOfCylinders.pdf . Aside from that, as I said, one needs benchmarks to see how much the "early-out" tests help avoid the "expensive" part :).
Jun 18, 2015 at 7:59 comment added James0124 @teodron I know capsule/capsule intersection test is cheap, but isn't cylinder/cylinder intersection a lot more expensive ?
Sep 17, 2013 at 12:07 history tweeted twitter.com/#!/StackGameDev/status/379939568948379648
Sep 17, 2013 at 11:26 comment added teodron Havok.. hkpCylinderShapeClass. Why do you suspect a cylinder is more expensive than a capsule? I don't know about Physx, but Havok most certainly supports cylinders, capsules and very complex geometries. But the cylinder is not considered expensive. Of course, the sphere is the "most" trivial, with the box following. The cylinder/capsule should follow (it's actually based on segment vs something collision queries, and these are actually pretty cheap to compute).
Sep 17, 2013 at 11:11 answer added floAr timeline score: 3
Sep 17, 2013 at 10:08 review First posts
Sep 17, 2013 at 13:29
Sep 17, 2013 at 9:50 history asked user2174870 CC BY-SA 3.0