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Spatial partitioning refers to dividing up some space (such as the game world) into regions with the intent to efficiently search or traverse those regions or the objects within those regions.
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Using octrees as LOD system
I am using an octree to define my 3D voxel world.
And I want to use octree subdivision as a LoD system.
This means, subdivide close to the player, but far away nodes un-subdivided.
But it occurs to me …