You can also use olii's method of maintaining a sorted list for each axis and then intersection the lists to find the collisions.
Another approach is to use bounding spheres or other orientation independent bounding volumes.
You're checking the whole bounding box in each comparison, rather than doing a series of sweeps filtering each axis.(1992 «Dynamic Simulation of Non-Penetrating Rigid Bodies, (Ph.3 refer to the algorithm as sweep and prune.Another way is to use a hash table and use the pair as the key in the table.We have to keep checking the next collidee / until there are no further possible collisions.1 for the question, but your answer is perhaps wrong; temporal coherence is exploited between one simulation step to the next, at the sort (sweep) phase.Sorting algorithms which are fast at sorting almost-sorted lists, such as insertion sort, are particularly good for this purpose.For starters, this doesn't look like how to win catan every time sweep and prune.
V s2 / N pow(s / N, 2 sort_axis 0; if ( v1 v0 ) sort_axis 1; if ( v2 vsort_axis ) sort_axis 2;.
5256, ml Cohen, Jonathan.; Lin, Ming.; Manocha Ponamgi, Madhav.
"do something else" don't make a lot of sense.Check it against each preceding box in the list.D thesis), Computer Science Department, Cornell University,. .Sweep and prune is also known as sort and sweep, 1 referred to this way in David Baraff's.Note that none of this requires having a list of the endpoints, just the objects themselves sorted by their min coordinate.
Now, by using some sort like insertion sort, which may be costly for the general case but will work well in this almost-sorted case, one can quickly get to the perfectly sorted list for t 2).
Now we're not modifying a collection while we're traversing it, we just check each box against each box that precedes it in the same collection).