A silly question from a true amateur. What goes on during collision detection? For example I have a mesh that represents terrain with a tree on it and a ball. I hit the ball with a club but the ball goes no where near the tree. is blitz3d checking collision for the ball against the tree?
The question comes from a conversation with a more seasoned programmer. He has a c++ project that has roughly the elements described above. When he applies force to the ball his physics pre-calculate where the ball ends up, thus when there are a lot of trees and such there is a latency of when the ball is struck to when you actually see it take off. I understand that the more triangles there are the more calculations take place and a reduced frame rate occurs but why the latency of the ball starting its flight?
The question comes from a conversation with a more seasoned programmer. He has a c++ project that has roughly the elements described above. When he applies force to the ball his physics pre-calculate where the ball ends up, thus when there are a lot of trees and such there is a latency of when the ball is struck to when you actually see it take off. I understand that the more triangles there are the more calculations take place and a reduced frame rate occurs but why the latency of the ball starting its flight?