Spatial Partitioning?

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0 comments, last by superpig 19 years, 1 month ago
Right now I'm using a simple quadtree in my game engine, and after implementing various graphics techniques I decided that I need to add collision detection. To do this, I have decided to put Opcode into my engine. The problem is, Opcode seems to use an AABB tree to manage its entities. Is it wise to keep a seperate quadtree for spatial culling and allow Opcode to have an AABB tree for collision purposes, or should I just unify everything under the AABB tree?
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Would an AABB tree be an effective way of determining the visible set?

What's the memory overhead of having two trees, compared to only one?

How long would it take to change?

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

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