Hi,
at the moment i am wondering how to deal correctly with a terrain in XNA. For now i just have a static terrain model loaded from file. So i have an object (a buggy for example) and want to get some physics on it, therefore i need to check for collision with the underlying terrain. The collision with the buggy could be done with a boundingbox, but the terrain needs to be checked per face (3 vertices triangle) i think. But i cant find a way to check this. I think iteration throught all faces of the terrain would take to long for all objects in the world. How do other developers solve this problem
So if I do it this way i will always need to calculate every object in the world each frame, no mather if its visible or not, is this the correct way I really get crazy about this whole scenario and don't know what ways are right and wrong ![]()
Also i am confused about slicing of the terrain, a big game world with hundret-thousands of vertices needs a slicing algorithm, but do i automaticly need a dynamic terrain based on a vertex array in XNA How else to slice an existing model ![]()
Hopefully someone can help me out here
Cu Thunder2002