Space Partitioning

Hi guys,

I was wondering which type of space partitioning PhysX is using…
I looked in the documentation but I didn’t find a clear answer.
Thanks in advance.


Space partitioning for rigid bodies? The broad phase collision is a sweep-and-prune.


Hello Mike,

it’s good to know your answer, but I have another question.

Does the sweep index rigidbodies or does it directly index colliders?

From you answer I presume it deals with rigidbodies.

I’m imagining a scenario of a moving rigidbody with a considerable amount of colliders. It must be relatively negative for performance to index all of that movement if each collider is indexed individually, compared to grouping them together into the collective movement permeated by the rigidbody.