Timeline for About Octrees Usage
Current License: CC BY-SA 3.0
4 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Aug 8, 2013 at 1:43 | comment | added | parar | No. You don't have to have all the portions of your octree split to leaf nodes all the time, that's part of why they're useful in the first place. Based on both distance AND the number of entities within a node, nodes will be split, ergo the tree will usually not be static. Let's say you have a huge world but coincidentally the player never leaves one particular child node of the root. The other children could be completely empty and loading (and entity insertion) might only occur when you get within x distance of a particular node. | |
Aug 8, 2013 at 0:22 | comment | added | Danicco | The examples I found used to separate by vertexes, so I'd sent pointers to array of vertexes that will be contained in the Cube. I thought you had to get the max XYZ values from each cube to get it's "center" position and boundaries for easier collision checking. But if it's just about entities then it's not as small as I thought I had to go, and means I can divide the area of my world in sections. I'm still unsure about #2 though, using Skyrim or WoW as example, does that means the entire game is in memory during play, but only a portion of it is shown? | |
Aug 7, 2013 at 23:55 | history | edited | parar | CC BY-SA 3.0 |
[Edit removed during grace period]
|
Aug 7, 2013 at 23:48 | history | answered | parar | CC BY-SA 3.0 |