Perhaps this is a dumb question I could answer myself.
Lets imagine we have many entities from the same "type" moving around, shooting their weapons (all having the same weapon collision type, moving fast) and their owners all have hit boxes or areas that define where the damage has been taken.
These hitboxes are defined with polygon meshes: the method on which weapons collide with them is ellipsoid to polygon. This runs fine only until many of these "players" have been created and are all shooting immense amounts of bullets and executing line picks on each of those hitboxes, again using the polygon approach. Slowdown is unbearable.
Would it be really worth it to replace the polygon hitboxes with a bunch of small ellipsoid bounding spheres (no matter what system I use to identify them as a whole) no matter if there are hundreds to thousands of them?
Would this also have a great impact on speed with picking commands?
I do come here to ask because yesterday I tried having many "bouncing rockets" to also take the polygon hitboxes into account. As their number reached about fifty entities, there was a terrible slowdown until I simply disabled their collision checks with the moving "poly" hitboxes, yet still letting them collide with the ground and other ellipsoid entities around the place that were also moving. Speed increase was significant.
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