Best way to calculate large scale collision

the string is irrelevant is just a way i found to detect witch geometry collided



i dont know if there is any better way, for many collision possibilityes without lag.



thanks for the att.

@Ziden said:
the string is irrelevant is just a way i found to detect witch geometry collided

i dont know if there is any better way, for many collision possibilityes without lag.

thanks for the att.


No, I was making a joke. You've basically asked me "How long is this piece of string?" But I can't tell because you are the one holding it and you haven't shown it to me.

In other words, I can debug code much better if I can actually see it. I have no idea how you've done the collideWith() to make it not work since I can't see it.
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