The space-partitioning tag has no wiki summary.
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1answer
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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 ...
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4answers
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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 ...
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2answers
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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 ...
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2answers
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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 ...
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2answers
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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 ...
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2answers
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Spatial Partitioning - Language Independant
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 ...
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2answers
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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, ...
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3answers
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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 ...
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1answer
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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 ...
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1answer
177 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 ...
9
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1answer
817 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 ...
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2answers
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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 ...
9
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1answer
255 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 ...
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6answers
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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 ...