On Thu, Apr 17, 2008 at 12:15 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
>
> Note this is not the most efficient way to do this, using a partitioned
> space you may be able to avoid comparing most points with one another most
> of the time. To do this in 2D you could use quad-trees, in 3D you could use
> oct-trees. See: http://en.wikipedia.org/wiki/Octree

Yes, I've tried this, but there are issues with points being in two separate
places.  For example, if the collision radius is 5, and it is 3 away from
the edge, then all the points in the neighboring trees must be tested.

> <http://en.wikipedia.org/wiki/Octree>
> Note ode already implements efficient 3D collision detection in naive
> code, I believe pymunk does this for 2D. pyode is a python wrapper for ode.

I'll look into it.

>
> FWIW, you would get better answers to your problems by asking more
> specific questions. If you had asked "How do I make collision detection
> faster?" you would have gotten much better answers than asking "How do I
> make Python faster?".

Well, my question was actually how can "Python be made faster"?  The
collision detection was an example of where it is a problem.

> -Casey

Ian

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