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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsIntroduction to Octrees
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Author Topic: Introduction to Octrees  (Read 1651 times)
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« on: July 23, 2017, 07:17:04 PM »

Octrees are a popular data structure for dividing up a scene to improve the performance of collision detection, etc.

Eric Nevala has provided an introduction (including diagrams and code samples) suitable for intermediate programmers, with the following assumptions:
Before we dive in, I'm going to be making a few assumptions about you as a reader:

  • You are very comfortable with programming in a C-syntax-style language (I will be using C# with XNA).
  • You have programmed some sort of tree-like data structure in the past, such as a binary search tree and are familiar with recursion and its strengths and pitfalls.
  • You know how to do collision detection with bounding rectangles, bounding spheres, and bounding frustums.
  • You have a good grasp of common data structures (arrays, lists, etc) and understand Big-O notation (you can also learn about Big-O in this GDnet article).
  • You have a development environment project which contains spatial objects which need collision tests.

Read the article HERE on GameDev.netGrin

- Jason Astle-Adams GameDev.net
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