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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Picking R-Tree Node Sizes
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StCredZero
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« on: April 07, 2015, 06:57:32 PM »

Games are probably the most frequent use of R-Trees in this particular fashion: As an "in-memory" only index. There may or may not be an initial "bulk" loading of many items, and even the larger ones are usually not that large by GIS and search engine standards. They are updated frequently, with individual items taken out and placed back in in a loop.

If one wants to optimize for nearby regions and nearest-neighbors queries, how should one set up the minimum and maximum node sizes in an R-Tree? For in-memory databases, there's no need to make node sizes larger to optimize for fewer disk accesses. Smaller node sizes may well produce more efficient queries for small nearby regions and nearest neighbors. Does anyone have experience with this?
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InfiniteStateMachine
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« Reply #1 on: April 12, 2015, 06:28:57 AM »

I didn't realize games have used R-trees often. I had only really ever seen them in relation to spacial search stuff. Do you have any references to them being used? It seems like it could be a good idea for handling asset streaming.
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StCredZero
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« Reply #2 on: April 19, 2015, 02:39:44 PM »

I didn't realize games have used R-trees often. I had only really ever seen them in relation to spacial search stuff. Do you have any references to them being used? It seems like it could be a good idea for handling asset streaming.

Spacebase in-memory spatial database uses r-trees. (Not to be confused with the game of almost the same name.) It's meant for games and simulations.
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