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Questions tagged [space-partitioning]

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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
2 votes
1 answer
274 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
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
2 votes
2 answers
677 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
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
0 votes
1 answer
125 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
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
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
3 votes
4 answers
860 views

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 ...
GHroat's user avatar
  • 41
6 votes
2 answers
11k views

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 ...
Afonso Lage's user avatar
9 votes
2 answers
526 views

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 ...
GarrickW's user avatar
  • 330
4 votes
2 answers
395 views

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 ...
Peteyslatts's user avatar
3 votes
3 answers
1k views

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 ...
nathan's user avatar
  • 1,876
1 vote
1 answer
383 views

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 ...
paul424's user avatar
  • 41
2 votes
2 answers
789 views

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 ...
Sebastien Diot's user avatar
8 votes
1 answer
610 views

Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
user802232's user avatar