Choice of Collision Detection Algorithms

Hi everyone!

I want to make an action space game with pretty large distances. I was thinking about using octree culling (with pretty big cubes) for broad-phase collision detection.

Someone suggested that it might be a good idea to use BSP for the narrow-phase collision detection for the space ships. As this is an action game where I expect players to fire all kinds of weapons at and ram in to each other quite a lot I think people will notice unless this is done with some sophistication.

I will also want to have really big and arbitrarily shaped bodies like planets and astroids (with randomly generated terrain). I don’t know if it’s a good idea to use BSP for these kinds of objects. I’ve been looking a little bit at GPG7 - would it be possible to combine this with BSP?

Any advice would be really appreciated! :slight_smile: