The tag has no wiki summary.

learn more… | top users | synonyms

3
votes
2answers
182 views

How should I choose quadtree depth?

I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of ...
0
votes
0answers
26 views

Height Map Mapping to “Chunked” Quadrilateralized Spherical Cube

I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller ...
0
votes
0answers
51 views

Optimal approach to build a quad-tree for elongated terrain?

I have got a polygonal terrain in 3D. For simplicity sake I have split it into multitude of unit squares (cells) alike tilemaps do. Now I need to pick a cell under a cursor. For that I'm casting a ray ...
3
votes
1answer
267 views

Dynamic Quad/Oct Trees

I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would ...
6
votes
2answers
204 views

How do I simplify terrain with tunnels or overhangs?

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
0
votes
0answers
52 views

Overlap detection, nearest neighbors

I'm trying to get something similar to the Nearest Neightbor Problem, except I only want neighbors with radius overlapping a radius, and all of them. I'll explain my problem before explaining what I ...
0
votes
0answers
87 views

How best to apply Quad-tree based LOD to terrains loaded in a paged fashion?

I am working on a game that has a fairly large outdoor terrain. Since I need to load parts of the terrain into memory based on view distance, I have split the terrain into a grid where each cell is a ...
3
votes
1answer
222 views

Planet sized quadtree terrain precision

I've been working on a planet sized and shaped terrain lib for a while (In webgl and Unity) and have a couple of working implementations [Quadtree cubesphere and circular clipmaps]. But both of them ...
1
vote
1answer
165 views

Storing a Quadtree

I have a quadtree which organize my terrain chunks (heightmap) and all the static objects of my 3D world. I use Axially Aligned Bounding Box as a volume for each node of the quadtree. Due to the ...
2
votes
0answers
74 views

Framebuffer Heightmap Performance Problems

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
6
votes
1answer
253 views

How Do Shapes (Rectangles) Work in Quad Trees?

I've been told that a quad tree is the ideal data structure for my game, but I'm having trouble understanding how exactly shapes work within quad trees. I'm doing this in JavaScript, but I think ...
2
votes
1answer
126 views

Calculating adjacent quads on a quad sphere

I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a ...
0
votes
1answer
280 views

Collision Detection: Simulation Inexplicably Slowing Down/How To Efficiently Calculate Extremes In Each Dimension

BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
4
votes
2answers
159 views

One or multiple quadtrees?

Let's say we have 100 objects of each of few types, that may have an effect if they collide with one other type, or they may not. Is it better to have quadtrees for each object type, and check ...
3
votes
3answers
315 views

How to deal with objects placed in the root nodes of a quad tree?

I've implemented a quad tree where points and axis aligned rectangles can be put. It works fine, except for one issue that I'll try to describe. When you put a rectangle in the tree and this rectangle ...
0
votes
1answer
388 views

Efficient collision detection using quadtrees

I recently started to learn Java and OpenGL with the LWJGL and I'm making some simple games to get started. At first, when I was going to implement collision detection I immediately thought there had ...
2
votes
1answer
726 views

C++ How to implement a spatial hash (for a 2d Game)

I feel kind of silly for asking this question, but are there examples or tutorials on how to implement a spatial hash (grid/cell-based partitioning), preferably in C++? I'm stuck and I have no idea ...
3
votes
1answer
753 views

Movement & Physics in an entity-component system

I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers! It's a basic 2D sidescrolling game, with the ...
2
votes
1answer
159 views

QuadTree Subdivision Issue [closed]

I have been working on a level-of-detail program. Right now I have the rough structure down (splitting of quads without condensing of quads). But the problem is that when you try to split certain ...
0
votes
1answer
366 views

Sweep and Prune vs Quad Tree

I need some broad phase algorithm for my 2d game (shmup, bullet hell). Does one or another solution have any major advantages?
13
votes
1answer
2k views

Demystifying “chunked level of detail”

Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
3
votes
2answers
299 views

Quadtree collapsing

Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous ...
4
votes
2answers
264 views

Level of detail algorithm not functioning correctly

I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
1
vote
2answers
297 views

Boolean checks with a single quadtree, or multiple quadtrees?

I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All ...
1
vote
1answer
171 views

Dynamic quadrees

Recently I started writing a Quadtree for creature culling in Opendungeons game. Thing is these are moving points and the bounding hierarchy will quickly get lost if the quadtree is not rebuild very ...
5
votes
2answers
584 views

QuadTree: store only points, or regions?

I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to ...
5
votes
1answer
658 views

How would I create Dynamic LOD with Quad Trees

I would like to be able to create something like the following http://www.youtube.com/watch?v=LxZhWrSmrOY&feature=player_embedded how would I create something like it? I understand I will have to ...
5
votes
2answers
4k views

Quad Tree with a lot of Moving Objects

I have a Quad Tree implementation that is very useful for what I am trying to do. My problem is that when my viewport has a lot of objects, the Update for the Quad Tree takes a very long time. It ...
13
votes
1answer
2k views

Quad trees/grid based collision - putting logic into action

First of all, I've only been writing my own game logic for a short while, so I apologize if this might seem straight forward. I've been reading a lot about quad trees and grid based collision ...