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Questions tagged [quadtree]

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I would like to know if there would be any benefit of combing Instance Meshing with quadtrees LoD? Besides the obvious performance improvement of only having one mesh I wanted to try and implement ...
Miguel Myers's user avatar
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I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but ...
Miguel Myers's user avatar
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I'm new to game dev and I'm learning about quadtrees for planet rendering. I'm curious on how do I separate player state with quadtrees. For example I have a ship A that's getting close to a planet, ...
Memory1's user avatar
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A bottleneck I've hit is querying Quadtrees for finding nearby locations. It's much faster than comparing each location, but I'd like to find faster methods that work for moving locations. Profiles ...
TheGamerPlayz's user avatar
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I was reading Robert Nystrom's Game Programming Patterns website and, in the section about spatial partitioning, particularly in the section on quadtrees, he mentions: Objects can be added ...
Carmo's user avatar
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I was looking for a fast way to get a ray intersection point of a terrain defined by a heightmap and I stumbled upon this: https://publications.lib.chalmers.se/records/fulltext/250170/250170.pdf At ...
Sejt's user avatar
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I'm creating a procedurally generated planet mesh based on quadtree splitting to support LOD system. I cannot find any relevant info how can I calculate distance between the camera and LOD chunks. I ...
Panthesilea's user avatar
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2 answers
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I'm developing a 2D ant simulation in JavaScript. I'd like to implement a quadtree to store the positions of ants and other markers. I approximate all of these entities as circles, and I'm only ...
Aaron Eads's user avatar
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I have a whole bunch of entities constantly being processed and testing for collisions. I've tried to optimize this by stopping certain entity types from checking each other, dead entities not being ...
Aquaphor's user avatar
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A lot of games store object positions as floats and have a closed ball for the game area (eg. a rectangle and objects are allowed to have position coordinates on all 4 edges). However, this becomes ...
Shuri2060's user avatar
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I'm pretty new when it comes to the whole Entity Component System structure and I got some questions I just can't wrap my head around. I know that for example collisions, you'd have a ...
RayShawnOfNapalm's user avatar
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1 answer
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I've been staring at this code trying to troubleshoot this for the past 3 days, but I seem to have gone Code Blind. I KNOW the issue is stupidly simple, but I just can't crack the problem. I'm using ...
Mr Wisski's user avatar
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I have an array of 3d vertices, Vertex3D[][] ground; so for each element in the array, I have an array of three 3D vertices, a triangle. But this means I cannot ...
Francesco Gorini's user avatar
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In doing HTML/DOM work, you are working with concrete nodes which you can visibly touch and have a defined shape and boundary. What I'm wondering though is like with a cloud like structure, or like a ...
Lance Pollard's user avatar
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Typically, you would have a list of entities stored somewhere, and you'd use quadtree when you need some collision testing between entities for example, by inserting all of the entities and generating ...
rick's user avatar
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It all started from that page. https://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1 I didn't quite got what it was all about, so I've looked at this. https://www....
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I am new to LOD-based techniques so please be lenient with your comments about my naive questions. Preface: My aim is a simple terrain renderer (preferred C++ and OGL) that is to load a height-map (...
Edward's user avatar
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I like to generate some planets like Kerbal Space Program does. By some videos of the developers I know that they use a quadsphere, which consists of six “entities” as a minimum. These are all plane ...
GR00G0's user avatar
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I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent. I am currently starting with a grid of triangle pairs that make squares and ...
user's user avatar
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I have a quadtree implementation that works well with what I need for handling collisions between enemies, projectiles, and heroes. However, most of these types of entities are pointbased, with ...
user3772547's user avatar
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2 answers
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I've seen a lot of sites that recommends to use Quadtree for splitting the array by levels and nodes for a better performance for example in CollisionSystem there's ...
ronscript's user avatar
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I've implemented an octree to divide 3D space that contains several objects. I've noticed in certain octree nodes I could use more refinement in some axis, but splitting the node into 8 children is a ...
FerranMG's user avatar
2 votes
2 answers
681 views

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 ...
Beto's user avatar
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I'm using c++ and have some problems with the QuadTree design. I have some components which are not related to the QuadTree directly. These components are eg. RenderableMesh, PointLight, etc. Some of ...
csisy's user avatar
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1 answer
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A quadtree has limit on number of item in each nodes. Suppose a node has already has same number of item as the limit. If I add another item on same node the node should split and new item should be ...
varuog's user avatar
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I am making a QuadTree for a 2D Platformer. Researched on it and I managed to make a pretty good one where each node stores its 4 SubNode and there's a MAX_OBJECTS for each Node and MAX_LEVELS which ...
Quen Figuracion's user avatar
1 vote
2 answers
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I am not sure how to handle situation when out objects (player) is in center (0,0) point of game which is crossing of four quads. How to handle that case? This image shows problem: Red rectangle is ...
Kacper Kleczewski's user avatar
1 vote
1 answer
889 views

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:...
rawa's user avatar
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5 votes
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I want to make a game where a player follows a mouse pointer. The game is not tile-based. I use quadtree for a collision detection and everything works fine. But now I want to develop a player ...
Ivan Velichko's user avatar
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1 answer
3k views

I would like to know the advantages and disadvantages of using octree or quadtree for spacial data structures? In a 3d gaming setting would you ever need more than 4 children nodes? Does it take ...
Andrew Wilson's user avatar
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2 answers
2k views

so I've been trying to start a new project that focuses on procedural room generation similar to what is seen in Binding of Isaac. I plan to have the code use a QuadTree to help determine where ...
GelatinFox's user avatar
14 votes
2 answers
16k views

Working on my game, I'm at the point where I need to track all of the units in the world so that I can do nearest-neighbor checks for combat. This is an RTS-like game, with potentially thousands of ...
Nairou's user avatar
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1 answer
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I have been thinking about quad trees with regards to terrain rendering. From my understanding the basic functionality of quadtree terrain rendering is to frustum cull the terrain in such a manner: ...
dlots's user avatar
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2 votes
1 answer
251 views

I'm planning to use a quadtree for optimizing collision detection. But this quadtree can handle only one type of objects (so I used a base class for my objects). If I use double dispatch after two ...
freesoul's user avatar
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1 vote
1 answer
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I'm trying to get a handle on frustum culling, but I'm not quite there yet. I have a camera in three-dimensional space ...
sdasdadas's user avatar
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4 votes
2 answers
2k views

I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of ...
Evpok's user avatar
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2 votes
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I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would ...
KKlouzal's user avatar
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6 votes
2 answers
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I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
KKlouzal's user avatar
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1 vote
0 answers
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I'm trying to get something similar to the Nearest Neightbor Problem, except I only want neighbors with radius overlapping a radius, and all of them. I'll explain my problem before explaining what I ...
Khlorghaal's user avatar
18 votes
1 answer
12k views

I'm making a 2d platformer with lots of objects at the same time. They're all AABB collision detected. I first tried a quadtree to decrease the number of of objects to check, tried a few different ...
Chris's user avatar
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5 votes
1 answer
2k views

I've been working on a planet sized and shaped terrain lib for a while (In webgl and Unity) and have a couple of working implementations [Quadtree cubesphere and circular clipmaps]. But both of them ...
RodgerDodger's user avatar
1 vote
1 answer
1k views

I have a quadtree which organize my terrain chunks (heightmap) and all the static objects of my 3D world. I use Axially Aligned Bounding Box as a volume for each node of the quadtree. Due to the ...
neeh's user avatar
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2 votes
0 answers
151 views

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
multifractal's user avatar
13 votes
1 answer
7k views

I've been told that a quad tree is the ideal data structure for my game, but I'm having trouble understanding how exactly shapes work within quad trees. I'm doing this in JavaScript, but I think ...
user2736286's user avatar
5 votes
2 answers
2k views

I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a ...
Caius Eugene's user avatar
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1 answer
526 views

BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
MindSeeker's user avatar
5 votes
2 answers
545 views

Let's say we have 100 objects of each of few types, that may have an effect if they collide with one other type, or they may not. Is it better to have quadtrees for each object type, and check ...
freesoul's user avatar
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7 votes
3 answers
4k views

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 ...
user avatar
1 vote
1 answer
1k views

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 ...
Setzer22's user avatar
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4 votes
1 answer
13k views

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 ...
user148459's user avatar