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Toji

Dynamic scene graph

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Quick question this time: I'm gotten together with some friends to work on a simple "just for fun" project involving a destructible, physically accurate, 2D landscape. (Think Worms, but the landscape breaks into chunks after it's shot, instead of just dissapearing.) Anyways, the problem is that my favorite scenegraph method (Yann's AABB tree) doesn't seem to work very well with a high amount of dynamic objects. At least, my implementation of it doesn't. I've been working on a type of quadtree thus far, but I'm not terribly exited about how it's turning out. So, I'm wondering if anyone has any suggestions for a good dynamic scenegraph method. Don't nessicarrily need a lengthy explanation, I can find the info myself, but I'd like a good starting point. Thanks!

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Read this paper on dynamic AABB trees. I'm currently working on a hybrid of this method and Yann's ABT, which I'll probably write a prototype of as an Ogre scene manager in the near future. I don't have time to discuss my ideas in detail now, perhaps I will post more detail tomorrow.

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