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seen Jan 28 at 15:44

Aug
17
comment How to achieve rendering at huge distances?
No unfortunately, I can only recommend a google search
Aug
17
answered How to achieve rendering at huge distances?
Aug
17
answered Languages to develop games
Jan
5
answered XNA (BEPU) Physics Performance
Jan
5
asked XNA (BEPU) Physics Performance
Jan
3
accepted XNA Deferred + Forward, Depth Problem?
Dec
22
revised AI remembering obstacles without a grid
deleted 3 characters in body
Dec
22
answered XNA Deferred + Forward, Depth Problem?
Dec
22
revised XNA Deferred + Forward, Depth Problem?
deleted 784 characters in body
Dec
22
revised XNA Deferred + Forward, Depth Problem?
deleted 723 characters in body
Dec
22
comment AI remembering obstacles without a grid
Well octree or quadtree is just a way to take your world and split it up in zones. Octree have a zone structure like this: cedricthieulot.net/images/douar/octree.png and a quadtree have a structure like this: cs.sandia.gov/~kddevin/LB/figs/quadtree.gif. So a quadtree would fit your needs! Use rectangles to check if object rectangles are contained within the a zone and add that object to a zone objectlist. There's some more rules to take into acount. But Im sure there's some great tutorials out there
Dec
22
revised XNA Deferred + Forward, Depth Problem?
added 299 characters in body
Dec
22
answered AI remembering obstacles without a grid
Dec
22
asked XNA Deferred + Forward, Depth Problem?
Nov
24
awarded  Editor
Nov
16
awarded  Supporter
Nov
16
accepted XNA Shader Texture Memory
Nov
14
asked XNA Shader Texture Memory
Nov
11
awarded  Scholar
Nov
11
accepted XNA Deferred Shading, Replace BasicEffect