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Questions tagged [octree]

1 vote
1 answer
247 views

Brief I have spent probably the last year thinking about implementing an Octree data structure into my C++ game engine project for scene management and frustum culling of lights and meshes. Right now ...
Sharpie's user avatar
  • 51
1 vote
1 answer
267 views

I was wondering (as I could not find any implementation online), if anyone here would have an idea of how to create an octree as a struct and not a class. The problem is that Octrees are usually ...
L Chougrani's user avatar
1 vote
0 answers
74 views

I am creating a voxel game that uses octrees for storage. The implementation details are not super relevant, but the entire octree is ordered and contiguous in memory and each branch can be merged and ...
CPlus's user avatar
  • 153
0 votes
1 answer
281 views

I am using octrees as an efficient way to store voxel data in a voxel game. The details of my octree implementation can be found here, but in a nutshell, each node is 16 bits, and the most significant ...
CPlus's user avatar
  • 153
0 votes
0 answers
107 views

Using the standard three.js FPS example of octree implementation with a more advanced mesh, crashes the page on load. My first idea is to write a few functions to save the octee data to a file, then ...
B''H Bi'ezras -- Boruch Hashem's user avatar
1 vote
0 answers
185 views

So I have build a linear (basically an array) octree containing rectangular objects (like bounding boxes). Every node has an unique index, all child indexes (if present) and parent node index (if not ...
Janis Taranda's user avatar
1 vote
0 answers
317 views

I have been implementing Transvoxel in to my Marching Cubes project in c++. The Transvoxel documentation and available code examples feature cell vertex reuse (caching) via indices. The main benefits ...
trshmanx's user avatar
  • 171
3 votes
3 answers
2k views

Is it possible to read a sparse Octree like a regular 3D grid: for(z) for(y) for(x) ...and still benefit from skipping large empty areas? I need this for a ...
trshmanx's user avatar
  • 171
0 votes
0 answers
367 views

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
  • 157
0 votes
0 answers
927 views

P is ray origin, D direction. How do I calculate tx, ty(s)? This is for octree raycast. The primary goal is to get 1st intersection voxel (v) then second (v") and so on.
Janis Taranda's user avatar
0 votes
0 answers
388 views

So I need to raycast a octree for closest leaf node as efficient as possible. I will be doing it on compute shader (hlsl), but I think it doesn't matter because first I need to understand the approach ...
Janis Taranda's user avatar
0 votes
1 answer
593 views

It very clear how it works with a regular grid. 3 inner loops - x, y, z over some size. The smaller the cells, so will be the mesh more detailed. But how about octree. I know i can stich different ...
trshmanx's user avatar
  • 171
0 votes
0 answers
428 views

I am working on a voxel engine that uses a huge Hashed Linear Octree that reconfigures when you move. Each octree leaf is a voxel. The world is procedurally generated using 2D Perlin noise. The octree ...
Amit Assaraf's user avatar
0 votes
1 answer
406 views

Meet my octree world: My end goal is to have this world destructible, and I am having an issue warping my head around how this can be done when you have LOD. The basic principle of LOD (as I ...
Amit Assaraf's user avatar
0 votes
0 answers
655 views

I saw many voxel game developers opt for a strategy that involves using an octree whose leaf nodes include a 16x16x16 (or 32^3 or 64^3) chunk instead of having leafs represent a single voxel. What is ...
Amit Assaraf's user avatar

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