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[Adonthell-devel] Re: New map structure in the making


From: Kai Sterker
Subject: [Adonthell-devel] Re: New map structure in the making
Date: Sun, 4 May 2008 16:13:51 +0200

Am 01.05.2008 um 22:42 schrieb Kai Sterker:

Sorry for the double-post last time. Didn't notice that the first mail went through ...

There isn't a lot to see yet. Basically, I just have a method for inserting objects, which runs in parallel to the current map generation.

After introducing minimum node sizes and splits that are better aligned to our object sizes, I now get something that doesn't looks too bad to me:

PNG image



I've committed the code, in case somebody wants to have a look.

Next on the list would be object deletion and actual object retrieval. This needs different approaches for the map view and collision code. In case of the collision code, we have an axis aligned bounding box (= AABB) that makes it very easy to find objects that are worth testing for actual collisions. But for the map view, we have a rectangle (the view area) that makes a diagonal cut through the octree. Not sure yet how an efficient traversal strategy for this could look like.

With retrieval and deletion in place, rebalancing should be fairly simple. I imagine that it requires a recalculation of the splitting planes. This gives us a couple of AABB denoting the areas that have to be moved from one child to the other. For each of those (up to seven, depending on how many of the splitting planes we change!), we retrieve the enclosed objects, delete them at their old node and insert them into the node we've just rebalanced.


More over the next couple weeks. Comments welcome!

Kai

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