Yeah, this isn't specific to horde: but in every game I've worked on there's been two representations for each (solid) model -- the graphical representation and the physical representation. We never cast rays against the graphical representation.
The graphical representation might be tri-meshes with millions of triangles. The physical representation is either low-detail tri-meshes, and/or primitive shapes (boxes, spheres, capsules, convex-polyhedra etc).
When doing ray-casts, you could load low-poly meshes into horde and only ray-cast against these (instead of the regular high-poly versions) but don't render them (still render the high-poly ones as usual), or as Alex suggests, it will be much faster to use something like Bullet, which supports many kinds of object representations.
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