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lucky6969b

Quadtree/Octree on ramp

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when the geometry is inclined,
how do I generate a quadtree
for that area?
for a octree, it doesn't seem to fit the ramp at all

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What is your tree attempting to accomplish? There are many options but the tradeoffs depend on what you want to do with the partitioning structure.

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It's for pathfinding purpose.

I just want to achieve the same thing as Recast for real-time update of the navmesh (you probably know what Recast is)

but this time with quadtree....

Thanks

Jack

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Recast voxelizes the world and uses that data to generate a polygon soup that is refined into the navmesh.

Is that what you want to do? Or something else? I still don't follow what you want the quadtree to be doing here.

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Hmmm, let's build up a scenario, let's say a tractor of a truck arrives in the scene for my game.

Some NPCs are allowed to enter the tractor to search for stuff or pick up stuff.

And there is a wood blab to bridge the entrance of the warehouse and the tractor,

and this bridging wood is inclined, some vehicles therefore need a climb up this inclined wood,

And the quadtree map is extended. But the quads are usually flat, and don't allow

inclinations, I wonder how to go about solving this problem?

Thanks

Jack

Edited by lucky6969b

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Why can't your quadtree accommodate inclined quads? Most implementations handle arbitrary polygons effortlessly...

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Okay, got some idea... When dividing the quads. I got the bounding boxes, right

And I put the inclined side vertexes with some positive y value....

Is it okay to do so?

Thanks

Jack

Edited by lucky6969b

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