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C++98, OpenGL, and GLM, no other external libraries used.

Using an AABB Heirarchy, triangles from each static mesh were loaded into an AABB structure by mesh id, and triangle id. When a game object is within an AABB, looked up by a hash id, it will perform a narrow phase collision detection with all triangles within the AABB. This demo’s purpose is to show off broad phase collision detection. In the video you will notice the colours of the triangles that collided with the DeLorean’s collision objects (Spheres. There are 12 collision spheres on the DeLorean).