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What are the general differences in how Mesh colliders work compared to BEPUv2 (performance wise)? #154

Answered by RossNordby
Frooxius asked this question in Q&A
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v1 relied on user-provided indices for connectivity information and would not smooth any boundaries that were not represented by indices. v2 uses a more general approach that dynamically discovers connectivity, even for weird geometry like overlapping triangles or t junctions. Hence why it tends to have fewer bumps.

The implementation, however, does have a quadratic term. That's most of what you're seeing. It goes something like this: for every contributing manifold, under the assumption that the set of triangles that generated contacts with the original shape is a reasonable guess at nearby triangles, it enumerates all of them looking for geometry that should block the contribution.

If t…

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