Different bounding volumes for culling and collision detection

Posted by Serthy on Game Development See other posts from Game Development or by Serthy
Published on 2014-06-24T21:09:30Z Indexed on 2014/08/24 4:34 UTC
Read the original article Hit count: 235

Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling?

Basically class renderBounds and class physBounds versus class boundingVolume?

Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object.

(note: without considering of using an external physics engine)

© Game Development or respective owner

Related posts about collision-detection

Related posts about occlusion