Details on raycasts in Bullet?

Enhex
Posts: 7
Joined: Mon Mar 24, 2014 3:57 pm

Details on raycasts in Bullet?

Post by Enhex »

Could someone provide some general information about the raycasting algorithm?

I noticed that when I have a scene with a lot of bodies, long distance raycast become expensive, as if it checks against a lot of those bodies.

Bullet's wiki doesn't provide any information about how the raycasts work, and simple explanation about the algorithm could help understand how to optimize their usage.

For example if the raycast uses some sort of AABB test to get the bodies it needs to do collision test with, if users are provided this information they could try to do things like split the long raycasts into smaller segments.