2022 Developer Survey is open! Take survey.

Questions tagged [space-partitioning]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
3 votes
1 answer
102 views

How to maximize enclosed area and minimize perimeter on a grid with obstacles?

Developing an RTS game, I have a tile-based terrain (grid) filled with obstacles. It looks like this (red shapes are obstacles): Now I need to plan an enclosed area on the terrain with some ...
user avatar
  • 10k
2 votes
1 answer
99 views

Fill a non rectangular grid with rectangles

I'm developing a city builder with a zoning system similar to Cities: Skylines. What I would need is an algorithm that would find all the way to fill this grid (in red) but with some constraints: In ...
user avatar
  • 21
3 votes
0 answers
118 views

How can I divide tile-based space into largest the possible squares?

I'm trying to find a way to take a tilemap like the top image and divide it into square spaces like the colored areas in the second image.
user avatar
  • 591
4 votes
0 answers
176 views

How can I render geometry represented in a 64-bit floating point environment?

In this video about Star Citizen, right at the 12:30 mark on the timeline you can see the player zooming in on a space station who's location is clearly out of the limit of 32-bit floating point ...
user avatar
  • 679
16 votes
1 answer
3k views

Algorithm for "healing" multiple rectangles into a smaller number of rectangles?

Say I have a grid of rectangles of different shapes and colors and I want to reduce (reasonably close to optimal is fine, optimal is not necessary) the number of rectangles to represent the same ...
user avatar
  • 464
2 votes
2 answers
403 views

Where should I store an object? - QuadTree

I'm designing a QuadTree to scene partitioning, I've read theory and seen some code examples. When a node has more than 4 objects, it will be splitted into 4 sub-nodes and its objects will be put ...
user avatar
  • 23
1 vote
1 answer
163 views

Intersecting rectangles in space

I need to intersect 1 million spatial polygons (specified using their Minimum Bounding Rectangles) with 4 completely disjoint MBR's (MBR1,MBR2,MBR3,MBR4) in space. MBR1, MBR2, MBR3 and MBR4 divide the ...
user avatar
3 votes
2 answers
2k views

understanding spatial hash function behaviour and Knuth for int64

I implemented open-indexing sparse 2D spatial HashMap, and I'm quite satisified with performance ( ~30-70 CPU cycles to get object at particular location for size ~16 Milion objects ). However, I ...
user avatar
4 votes
2 answers
3k views

What are the disadvantages of R-Trees in collision detection?

I was poking around in SQLite and discovered R-trees. A little digging revealed that R-trees are really just fancy AABB-trees. Then I realize that the state of the art in collision detection (often ...
user avatar
  • 740
0 votes
1 answer
78 views

3D space indexing for nearest neighbor searching

I am developing a CAD-like application where the user can draw (digitize) new geometries (points, polylines & polygons). While digitizing, I want the user to be able to (optionally) snap the ...
user avatar
  • 151
1 vote
1 answer
699 views

Efficient container(s) for units in an 2D RTS game

As the title says, I'm toying around with developing a 2D space RTS game. All of my units are spaceships that basically just shoot at one another, but they have to do a variety of other things as well:...
user avatar
  • 11
2 votes
2 answers
1k views

Spatial Partitioning - Objects larger than cell?

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning. Each object belongs in a cell and ...
user avatar
  • 55
0 votes
1 answer
365 views

Is spatial partitioning for collision detection an appropriate way for objects to "know" whats around them even if they are not colliding?

I've been puzzling over how to do spatial awareness for units and buildings. I've asked a few questions and the final conclusion was spatial partitioning in the same manner used for collision ...
user avatar
1 vote
1 answer
808 views

Collision, triggering, and range detection in an RTS. What are the optimal solutions for unit spatial awareness?

I've finally ran into the problem of multiple triggers and collisions within my 2D RTS. Up till now I've been using unities sphere colliders as a way of simulating spatial awareness. To trigger when ...
user avatar
3 votes
1 answer
165 views

Planar scene graph

Suppose there are many line segments on a plane (2D scene) and I would like to redraw only small portion ("window") of the whole scene. The scene is dynamic, meaning one can add/remove/transform lines....
user avatar
  • 131
3 votes
4 answers
719 views

Is moving entities between sectors of a grid spatial partitioning inefficient?

I'm using a grid system for spacial partitioning. If I have moving entities, will I have to reassign every entity to its correct section every frame? Surely this is inefficient. Have I got the wrong ...
user avatar
  • 41
11 votes
2 answers
2k 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 ...
user avatar
  • 10.5k
5 votes
2 answers
8k 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 ...
user avatar
9 votes
2 answers
503 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 ...
user avatar
  • 330
3 votes
2 answers
1k views

Working with chunks of terrain

Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
user avatar
4 votes
2 answers
301 views

Spatial Partitioning - How do I find the object is in the tree?

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 ...
user avatar
8 votes
2 answers
2k 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, ...
user avatar
  • 10.2k
3 votes
3 answers
949 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 ...
user avatar
  • 1,856
2 votes
1 answer
6k 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 ...
user avatar
  • 208
1 vote
1 answer
223 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 ...
user avatar
  • 41
12 votes
1 answer
3k 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 ...
user avatar
  • 16.7k
2 votes
2 answers
648 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 ...
user avatar
10 votes
1 answer
365 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 ...
user avatar
  • 3,091
8 votes
1 answer
483 views

Chunking/caching large levels in a singleplayer game

Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
user avatar
74 votes
6 answers
33k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
user avatar