Well, well, I have run into some slowness in my less-than-10k-polys scene and I suspect picking could be the culprit. I’m guessing I can resolve the problem by decreasing the amount of shape nodes, but I would also like to know if anyone has done some tests on the best way to handle picking in 3rd person perspective apps.
How much slower is cylinder picking than ray picking? Is there a quicker way than cylinder picking to handle collisions between the world and the player’s bounding-sphere? It seems ray picking from the center of the sphere would result in the possibility of the player’s shoulders going through the walls and his head going through the roof when jumping etc.
grinds teeth over having an Athlon processor as the 1.4.2 VM only provides SSE/SSE2 acceleration (the comp that I am going to present my 3D-app on is a Intel machine though, woohoo!)