Quote:Original post by Raghar
Spanish moss is often better.
I never heard of that one. Could you elaborate?
Quote:Original post by Raghar
Spanish moss is often better.
Quote:Original post by TachikomaDon't feel bad, no one else has either!Quote:Original post by Raghar
Spanish moss is often better.
I never heard of that one.
Quote:Could you elaborate?Apparently it refers to what's described here: http://mindprod.com/jgloss/hangingmoss.html
Quote:Original post by Christer EricsonApparently it refers to what's described here: http://mindprod.com/jgloss/hangingmoss.html
What's described therein is just a uniform grid and a not particularly clever algorithm for finding the point in a set of points closest to a given query point.
Quote:Original post by RagharNo, what is described on that page is exactly what I said: a uniform grid. Furthermore, each grid cell contains a linked list of the objects mapped to that cell. These two observations follow immediately from the statement "The heads of each of the grid chains live in a matrix" (as well as from other statements on that page).
Actually it's an implicit grid, it doesn't need to be uniform.
Quote:Original post by Christer Ericson
You should just search for "location code" but, in short, a location code is a "street address" of a node in an octree/quadtree. You can form the location code in several different ways, but a simple one (for this particular purpose) is to concatenate, each time you move to an octree cublet, three bits representing which cubelet you moved to (000, 001, through 111). These are concatenated into a bitstring that's initially 1, so as not to lose leading zero bits if your first move is to e.g. 010.