Archived

This topic is now archived and is closed to further replies.

davidkosenina

Quad Tree in STL for large outdoor Areas.

Recommended Posts

davidkosenina    122
Helo Is it posible to implement a Quad Tree by using STL. Quad Tree will be used for large outdoor areas of the game. Requarement: * If ( node is NOT in camera view ) { Dismis this node and all other child nodes! } else RenderSubnode(); Q1) Is it posible to implement this kind of Rendering/Scene Hierarchy by using STL containers or do I have to code Quad Tree myself. Q2) Where can I found good free Tree library with which I can realize Quad Trees, and similar Trees?

Share this post


Link to post
Share on other sites
Seriema    634
I was in the same position a few months ago, thinking about scene managemenet on a 2d tile based rpg.

You can check out the thread here:
http://www.gamedev.net/community/forums/topic.asp?topic_id=166132

and sure, you could use STL... using either a vector-vector or just a plain vector and a making it width*height large (then just use a simple function to get the right vector index with a x and a y coordinate. It''s something like i = x + y*height)

a better alternative to the vector might be Boost Array: http://www.boost.org/libs/array/index.htm
because the std::vector can increase and shrink in size during existence, and that''s probably not needed if your map is static (i.e. doesn''t add or delete cols/rows just because the character did something.)

But then there''s also Boost MultiArray: http://www.boost.org/libs/multi_array/doc/index.html

good luck

"No lies of sugar can sweeten the sournes of reality"

}+TITANIUM+{ A.K.A. DXnewbie[onMIRC]

Share this post


Link to post
Share on other sites