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Questions tagged [space-partitioning]

19 votes
1 answer
2k views

The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams. Does ...
DeeCeptor's user avatar
  • 447
3 votes
1 answer
239 views

Developing an RTS game, I have a tile-based terrain (grid) filled with obstacles. It looks like this (red shapes are obstacles): Now I need to plan an enclosed area on the terrain with some ...
Kromster's user avatar
  • 10.7k
2 votes
1 answer
277 views

I'm developing a city builder with a zoning system similar to Cities: Skylines. What I would need is an algorithm that would find all the way to fill this grid (in red) but with some constraints: In ...
Estelle's user avatar
  • 21
3 votes
0 answers
196 views

I'm trying to find a way to take a tilemap like the top image and divide it into square spaces like the colored areas in the second image.
IanLarson's user avatar
  • 811
4 votes
0 answers
214 views

In this video about Star Citizen, right at the 12:30 mark on the timeline you can see the player zooming in on a space station who's location is clearly out of the limit of 32-bit floating point ...
Allahjane's user avatar
  • 729
18 votes
1 answer
5k views

Say I have a grid of rectangles of different shapes and colors and I want to reduce (reasonably close to optimal is fine, optimal is not necessary) the number of rectangles to represent the same ...
xaxxon's user avatar
  • 484
2 votes
2 answers
680 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
  • 23
1 vote
1 answer
200 views

I need to intersect 1 million spatial polygons (specified using their Minimum Bounding Rectangles) with 4 completely disjoint MBR's (MBR1,MBR2,MBR3,MBR4) in space. MBR1, MBR2, MBR3 and MBR4 divide the ...
Jannat arora's user avatar
4 votes
2 answers
2k views

I implemented open-indexing sparse 2D spatial HashMap, and I'm quite satisified with performance ( ~30-70 CPU cycles to get object at particular location for size ~16 Milion objects ). However, I ...
Prokop Hapala's user avatar
4 votes
2 answers
4k views

I was poking around in SQLite and discovered R-trees. A little digging revealed that R-trees are really just fancy AABB-trees. Then I realize that the state of the art in collision detection (often ...
Steven Lu's user avatar
  • 740
0 votes
1 answer
126 views

I am developing a CAD-like application where the user can draw (digitize) new geometries (points, polylines & polygons). While digitizing, I want the user to be able to (optionally) snap the ...
kagelos's user avatar
  • 171
1 vote
1 answer
886 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
  • 11
2 votes
2 answers
2k views

I'm developing a top down 2D tile based game. Recently I started working on collision detection and have gone down the route of simply using spatial partitioning. Each object belongs in a cell and ...
Liam's user avatar
  • 55
0 votes
1 answer
1k views

I've been puzzling over how to do spatial awareness for units and buildings. I've asked a few questions and the final conclusion was spatial partitioning in the same manner used for collision ...
Douglas Gaskell's user avatar
1 vote
1 answer
1k views

I've finally ran into the problem of multiple triggers and collisions within my 2D RTS. Up till now I've been using unities sphere colliders as a way of simulating spatial awareness. To trigger when ...
Douglas Gaskell's user avatar

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