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Comment by bruce343434

3 days ago

Most likely this can be preceded by testing branches of some spatial hierarchy datastructure, 1 million squared is a lot to compute no matter the algorithm

Without optimizations of the vertices buffer, correct, it’s a 1T loop. But we can work on faces and normals so that reduces it by a factor of 3. We can octree it further as well spatially but…

There’s a really clever trick Unreal does with their decimation algorithm to produce collision shapes if you need to. I believe it requires a bake step (pre-compute offline).

I’d be fine with a bake step for this.