Here's my problem. I'm creating a game and I'm wondering about how to do the collisions. I have several case to analyze and to find the best solution for.
I'll say it beforehand, I'm not using any third party physics library, but I'm gonna do it in house. (as this is an educational project, I don't have schedules and I want to learn)
I have 2 types of mesh for which I have to make the collisions for :
1) Static Meshes (that move around the screen, but does not have ANY animation)
2) Skinned/Boned Meshes (animated)
Actually I have this solution (quite hacky :|)
First of all I have a test against some bounding volume that enclose the full mesh (capsule in my case), after :
1) For the static meshes I divide them manually in blocks (on the modeler) and for each of these blocks i use a sphere/AABB test. (works fine, but its a little messy to slice every mesh :P) (i tried an automatic system to divide the mesh through planes, but it gives bad results :()
2) For the animated mesh ATM i'm dividing the mesh at runtime into x blocks (where x is the number of bones). Each block contain the vertex for which that bone is the major influencer. (Sometimes works, sometimes gives really bad results. :|)
Please note that the divide of the mesh is done at loading time and not each time (otherwise it would run like a slideshow :D)
And here's the question :
What is the most sane idea to use for those 2 case? Any material for me to study these methods? (with some sourcecode and explanations would be even better (language is not important, when i understand the algorithm, the implementation is easy)) Can you argument why that solution is better than others? I heard a lot of talk about kd-tree, octree, etc..while I understand their structure I miss their utility in a collision detection scenario.
Thanks a lot for the answers!!!
EDIT : Trying to find a K-Dop example with some explanation on the net. Still haven't found anything. :( Any clues? I'm interested on HOW the K-Dop can be efficiently tested with other type of bounding volumes etc...but the documentation on the net seems highly lacking. :(