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Editorial Team
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Editorial Team
Asked: June 13, 20262026-06-13T04:24:54+00:00 2026-06-13T04:24:54+00:00

I have 2d character art that will be mapped to a Box2d skeleton. The

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I have 2d character art that will be mapped to a Box2d skeleton. The character’s arm, for example, may be 2 physics rectangles connected with a joint at the elbow. Each rectangle will have its own corresponding art sprite. The art for the lower arm will not be completely rectangular. It may be a rectangular png source, but there will be a lot of negative space where the arm isn’t necessarily drawn.

My question is what is the best way to break up the 2d art into triangles? Should I treat all flat sprites as a simple rectangle made up of 2 triangles, leaving a lot of alpha space? Or is it best to break up the shape into multiple triangles and try to match the actual shape (possibly with a triangle fan)? What might be some of the advantages/disadvantages of each approach? I will be updating the textures as various things happen to the character.

Here’s an illustration of what I’m talking about:

img

(the red square is the physics shape, and the blue lines are possible triangle configurations)

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  1. Editorial Team
    Editorial Team
    2026-06-13T04:24:55+00:00Added an answer on June 13, 2026 at 4:24 am

    Less geometry is usually better for performance (3rd from the left).

    The “exact” triangulation (4th from the left) would be useful for high-fidelity collision-detection (lasers reflecting off a shiny asteroid?).

    Be careful with frequent texture updates. glTexSubImage2d() is the way to go.

    If your GL implementation supports it you can do asynchronous uploads using PBOs.

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