The quadtree tag has no wiki summary.
0
votes
0answers
41 views
LOD System Running Slowly
A while ago I was doing research on LOD management and I decided to write my own system. It worked pretty well but as I throw more and more at it it is beginning to run at very low frame rates. This ...
3
votes
3answers
149 views
How to deal with objects placed in the root nodes of a quad tree?
I've implemented a quad tree where points and axis aligned rectangles can be put.
It works fine, except for one issue that I'll try to describe.
When you put a rectangle in the tree and this rectangle ...
0
votes
1answer
88 views
Efficient collision detection using quadtrees
I recently started to learn Java and OpenGL with the LWJGL and I'm making some simple games to get started.
At first, when I was going to implement collision detection I immediately thought there had ...
1
vote
1answer
134 views
C++ How to implement a spatial hash (for a 2d Game)
I feel kind of silly for asking this question, but are there examples or tutorials on how to implement a spatial hash (grid/cell-based partitioning), preferably in C++?
I'm stuck and I have no idea ...
2
votes
1answer
189 views
Movement & Physics in an entity-component system
I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers!
It's a basic 2D sidescrolling game, with the ...
0
votes
0answers
17 views
Bounding Frustrum move y to 0
I've been having problems with a quadtree and my camera's bounding frustrum. I'm using a quadtree to only draw the nodes in frame. My current method works 99% of the time but I have noticed a bug that ...
2
votes
1answer
92 views
QuadTree Subdivision Issue [closed]
I have been working on a level-of-detail program. Right now I have the rough structure down (splitting of quads without condensing of quads). But the problem is that when you try to split certain ...
0
votes
1answer
219 views
Sweep and Prune vs Quad Tree
I need some broad phase algorithm for my 2d game (shmup, bullet hell). Does one or another solution have any major advantages?
12
votes
1answer
693 views
Demystifying “chunked level of detail”
Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
3
votes
2answers
215 views
Quadtree collapsing
Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous ...
4
votes
2answers
242 views
Level of detail algorithm not functioning correctly
I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
1
vote
2answers
225 views
Boolean checks with a single quadtree, or multiple quadtrees?
I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA.
I'm utilising quadtrees for my spatial partitioning system.
All ...
1
vote
1answer
150 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 ...
4
votes
2answers
357 views
QuadTree: store only points, or regions?
I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game)
I am unsure whether to ...
5
votes
1answer
488 views
How would I create Dynamic LOD with Quad Trees
I would like to be able to create something like the following http://www.youtube.com/watch?v=LxZhWrSmrOY&feature=player_embedded how would I create something like it? I understand I will have to ...
4
votes
2answers
3k views
Quad Tree with a lot of Moving Objects
I have a Quad Tree implementation that is very useful for what I am trying to do. My problem is that when my viewport has a lot of objects, the Update for the Quad Tree takes a very long time.
It ...
12
votes
1answer
1k views
Quad trees/grid based collision - putting logic into action
First of all, I've only been writing my own game logic for a short while, so I apologize if this might seem straight forward.
I've been reading a lot about quad trees and grid based collision ...