.kju 3240 Posted June 16, 2019 Using BB, or intersects, point cloud with array subtraction and such. Mainly looking for ideas how to optimize this as much as possible if you want to run this across all terrain objects Share this post Link to post Share on other sites
pierremgi 4739 Posted June 16, 2019 The new (v1.92) alternative syntax of BB is fine. Now, what is your project for BB or else to be applied to all terrain objects? Share this post Link to post Share on other sites
haleks 8206 Posted June 16, 2019 @.kju: I don't have any suggestion right now, but one observation : I assume it is for debug purposes? If that's case, I was thinking we need to determine if the overlapping happens below ground level : I reckon a lot of underground overlaps would be intentional or necessary to achieve some terrain features or structure positionning on the surface. Share this post Link to post Share on other sites
.kju 3240 Posted June 16, 2019 good point indeed haleks 👍 the goal is to automate the scanning new terrains for "misplaced objects" - in this case two objects into each other (say a bush inside a wall or house to any extent) 2 Share this post Link to post Share on other sites
Larrow 2801 Posted June 16, 2019 https://gamedevelopment.tutsplus.com/tutorials/collision-detection-using-the-separating-axis-theorem--gamedev-169 Along with the new boundingbox and vector commands should make this pretty efficient to run. 4 1 Share this post Link to post Share on other sites
haleks 8206 Posted June 19, 2019 I shoulda sticked to maths in college. 😕 Share this post Link to post Share on other sites