Skip to main content

Questions tagged [quadtree]

0 votes
0 answers
98 views

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
0 votes
1 answer
270 views

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
0 votes
0 answers
55 views

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
0 votes
1 answer
187 views

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
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
1 answer
766 views

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
  • 15
1 vote
1 answer
638 views

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
1 vote
2 answers
2k views

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
5 votes
1 answer
3k views

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
0 votes
2 answers
872 views

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
  • 113
6 votes
2 answers
2k views

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
1 vote
1 answer
145 views

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
1 vote
0 answers
264 views

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
1 vote
0 answers
51 views

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
0 votes
0 answers
114 views

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
  • 1

15 30 50 per page
1
2 3 4 5