Many projectiles at once

ca$per
Posts: 35
Joined: Fri May 21, 2010 2:48 pm

Many projectiles at once

Post by ca$per »

Hi!
What is the best way to check for collisions of many (say more then 100) projectiles (simple spheres)? And ofcource respond with special effects, health decrease, etc.
Projectiles should not bounce back or anything like that. Just explode on hit. I suppose setting CF_NO_CONTACT_RESPONSE flag is enought for that? Or something else should be done?
I see there are several ways for accomplishing this task (according to WiKi), but which is best in this case to minimize required resources?
ca$per
Posts: 35
Joined: Fri May 21, 2010 2:48 pm

Re: Many projectiles at once

Post by ca$per »

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

Re: Many projectiles at once

Post by dangerdaveCS »

I would say this is a pretty general question that depends on several factors... E.g. are the projectiles physically simulated (i.e. mass, accelleration)? If so, then using Bullet's built-in data structures and callbacks indeed may be the simplest way (http://www.bulletphysics.org/mediawiki- ... d_Triggers).

But then there's raycasting etc.

If I was asking this question, I would recommend gamedev.net forums, since it's quite a general game physics question that has no doubt been discussed to death over there... plus that forum is *much* more active :(
ca$per
Posts: 35
Joined: Fri May 21, 2010 2:48 pm

Re: Many projectiles at once

Post by ca$per »

Thanks for an advice. I guess i'll ask there too.