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Parallelizing shouldn't be difficult as you just update different objects in parallel. If you aren't making changes to your path nodes then everything should be read-only so thread-safe. If you are talking about parallelizing an individual call then that would take a bit more work. If you are doing it on a server you likely will have many objects so don't ...


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If the curvature of your spline is small enough, there is a method that will speed up things while remaining accurate. The idea is the same as developed in my answer to this question: if iterating by alpha makes you advance by distance, then iterating by K * alpha will make you advance by approximately K * distance as long as K is not too large. Given your ...


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Contrary to the common belief you can optimize the quad tree function insert. The common implementation of insert, is to traverse from root to the leafs and find the most fit node, in Game programming gems 2 there is an article that details how you can instantly find that node, if you know the extents of the quatree(can be extended to octree) and the extents ...


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You shouldn't do a linear search!!! You should opt for a binary search in the first place. Secondly, you should have multiplied the desired distance by itself i.e. desired_distance_to_move * desired_distance_to_move than do a binary or (in case you care not of performance) a linear search for a point with a distance * distance > desired_distance^2 (and < ...


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I'm guessing that insert and remove traverse the quad tree from root to leaf, and that's why you are concerned about its performance? (By the way, rule of thumb is never perform any optimisations unless you've asked "have I measured a real performance problem" and can answer in the affirmative.) In games, the vast majority of movement would be continuous, ...



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