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11
votes
2answers
311 views

Axis Aligned Spatial Division : Divide space into random rectangles?

I need a method to divide 3d space into random axis aligned box shapes. For now I am currently dividing the 2d space for testing purposes. The most immediate approach I came up with was to define a ...
3
votes
2answers
476 views

When would you use an octree in a voxel Engine?

I've been reading about Octrees, and I understand how they work (or at least I think I do). However, I can't figure out why you would use octrees instead of a simple multidimensional array. In my ...
10
votes
2answers
452 views

World Bounds - (0, Size) or (-HalfSize, HalfSize)?

When creating a game space in which to move, draw and collide objects, is it better to have the (0,0) point, or the (0,0,0) point, be in the very center of your space, such that the bounds of the ...
3
votes
2answers
178 views

Spatial Partitioning - Language Independant

I understand the structure of Spatial Partitioning Trees - BSP, Quad and Octal. You just take a space and split it into however many parts specified by your tree - BSP:2, Quad:4, Octal:8. I've written ...
8
votes
2answers
516 views

Space partitioning when everything is moving

Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, ...
3
votes
3answers
338 views

How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the ...
2
votes
1answer
1k views

Would someone please explain Octree Collisions to me?

I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will ...
1
vote
1answer
172 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 ...
9
votes
1answer
693 views

What is the kd tree intersection logic?

I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it ...
3
votes
2answers
341 views

What are the possible options for AI path-finding etc when the world is “partitionned”?

If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is ...
9
votes
1answer
244 views

Efficient solution for multiplayer space partioning?

This question is a little tricky, but I will try to make it clear. Lets say I am building an online game (not MMO-scale), but that supports as many players as possible, in a authoritative server ...
43
votes
7answers
9k views

How to improve Minecraft-esque voxel world performance?

After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is ...