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arikMag

octree - next stage

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I have a code about octree - now,in order to load it I active the function : make_octree(&3d_model) - meaning that I load a 3d model and make an octree from it. now, what should I do to load alot of objects - make a giant 3d_model which contain all the models I need or something else? in this way I don''t see how can I implement a collision detection. is there maybe an octree code that you can give me that not sepearte each model''s verticies into the octree leaves but remain the model attached. or is there a octree code that uses this kind of octree to render alot of objects and also implement collision detection that you can give me. thank you.

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Is there a NeHe tutorial about octrees? I didn't see one.

If you're asking how to do collision detection with an octree, I think the octree is only used for static objects, like terrain, trees, buildings, etc.. Moving objects, like a player, or a camera, are passed into the octree, checked for collision, and the appropriate response is returned.

[edited by - raydog on June 10, 2004 3:46:35 PM]

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octrees are useful for lands and terrain, not for small objects or so.
You should use octrees with height maps for example, but not for a small object.

I think that the best solution for you is simple Frustum Culling, you can find a tutorial on www.gametutorials.com.
Combine this with boundin boxes and you have also collision detection

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