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I decided to use an Octree subdivision in my game. After implementing it, I do some research (a few tests and comparisons) and came up with several questions about.

The main question:
How to test my Octree implementation?
Are there some points that I must note while coding an octree? Is it possible to decide how my code works (good or not enough good) without actual game? Or it would be better if I test the Octree in real situation? Is it right to compare my C++ Octree with Octree implementation for other engines (as example I found C# one for Unity)?

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  • \$\begingroup\$ I've removed your two sub-questions since they're unrelated and worth going into in depth on their own. Please ask them separately. \$\endgroup\$ – doppelgreener Feb 17 '17 at 15:13
  • \$\begingroup\$ Take an octree implementation you know works and check if the 2 returns the same thing \$\endgroup\$ – Bálint Feb 17 '17 at 15:21
  • \$\begingroup\$ @Bálint How to test working speed then? Unity itself can dramaticly reduce working speed of C# octree, for example \$\endgroup\$ – GreenTheGreen Feb 17 '17 at 15:45
  • \$\begingroup\$ @Green working speed is relative, try measuring the computational time, and only start fixing it, if it's too much \$\endgroup\$ – Bálint Feb 17 '17 at 17:06
  • \$\begingroup\$ @Bálint the computational time highly depends on some implementation specific features (c++ templates is good illustration). And the computational time of what? Whole application or just the part with octree? Is there some others things that I must note? \$\endgroup\$ – GreenTheGreen Feb 17 '17 at 17:31

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