I have finaly implimented collision detection, and it works =D. I was very disapointed to find out that I had to use doubles to get the precision I needed so that a ray wouldn’t leek through an edge of a polygon . Doubles are so big!
Now here’s my question. In an average BSP tree for collision detection in Q3A, how many polygons are tested for collision? Q3A can draw 10,000 polygons on a scene and not slow down to a crawl; it doesn’t test 10,000 polygons per frame too does it?
In my program I test to see if both origin and destination points are unequal before I clip the line to the plane and see if it’s within the polygon. Are there other optimizations I should make to speed it up? Frankly, it’s real slow.