Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
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.
2
votes
Using octrees as LOD system
As Kromster alludes, this apparent problem occurs because of the small scale of your example. Usually when we reach for sparse octrees, we have more than two levels of subdivision.
Here's your same 2D …
1
vote
Accepted
Does collision detection data structures require a manifold mesh
No game development police will come to arrest you if you try to store a non-manifold mesh in a spatial partition data structure for collision detection purposes. No law of physics will cause your com …
0
votes
How to handle objects at the edges of spatial partition cells?
Another way to slice this is to modify your collision checks so you check each object against everything after it in its own cell and also everything in the cells bellow or to the left but not above. …
0
votes
Accepted
How to rotate a 3d grid?
Your "unrotate" step before hashing is the way I'd do it.
I'd multiply my position by a matrix before flooring the x/y/z. You can bake the rotation, division by cell size, and the +1 into the same mat …