Best way to approximate a circular arena

dangerdaveCS
Posts: 14
Joined: Mon Jun 07, 2010 5:37 am

Best way to approximate a circular arena

Post by dangerdaveCS »

I want to have my critters running around a circular arena - a 'dish'. My first thought was to create a bunch of planes along the walls, i.e. each plane being a 'segment' of the circle. But that might be a bit slow if there are gazillions of them, plus its not a true circle then..

Maybe a similar approach, but using cuboids, so that the broadphase can work its magic? Still not a true circular arena, though.

Or maybe there is a way to 'invert' a cylinder collision shape?

Any ideas?

Cheers,
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: Best way to approximate a circular arena

Post by sparkprime »

Just do a relatively high poly trimesh
dangerdaveCS
Posts: 14
Joined: Mon Jun 07, 2010 5:37 am

Re: Best way to approximate a circular arena

Post by dangerdaveCS »

Hmm, I was under the impression that would be a very slow method, is that not the case?
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: Best way to approximate a circular arena

Post by sparkprime »

not so much, there is a good hierarchical culling algorithm for triangles that are not near collisions
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: Best way to approximate a circular arena

Post by sparkprime »

Just make a high poly plane to test it if you want