Rumblesushi3D Collision Grid demo

I’m in the process of tweaking and optimising my collision broadphase, so I can get on with working on my first game.

With all the talk of collision grids etc recently, I’ve decided to upload it and show the performance.

I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead.

The grid is so simple and so fast.

It’s 360 objects (little spaceships) running at 60fps easy on an average computer.

Brute force that would be like 130,000 odd checks.

Here it is - http://rumblesushi.com/grid.html

Drag the mouse to control the camera.

Space bar - pan camera out.

r - change the rendering of the grid to a Geometry Wars style pure wireframe.

s - Spawn ship.

For people with fast computers, you can spawn up to 1000 ships. That would be 1,000,000 checks using brute force :wink:

Cheers,
RumbleSushi