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Hiyar

Space partition (Efficient indoor and outdoor)

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Hi,
I have a rather general question.
What kind of space partition algorithms are suitable for games which need to do indoor and outdoor rendering, collision detection and other stuff.
For example if you have large open terrain but also indoor areas such as interiors of the buildings or caves in the wildernis. Of course all without loading sections.

Thanks in advance

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Usually you will want to separate the terrain for the other objects.
So the terrain can be partitions using a quadtree for example
and the rest of the indoor stuff with an octree or BSP or something similar.

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For indoor areas Bsp or kd-trees make sense, but I have mostly outdoor areas.
I am already using Quadtree based lod and culling for the terrain. Can this structure also be used to link brushes and entities in outdoor areas.
How is this generally handled?

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