yes it's a valid option. just don't remove/insert unless the object really got outside its previous bounding box (amortized one BB-check - cheaper than O(log n) BB checks, which though still is the worst case) /Olof On 9/2/05, Simon <simonmihevc@xxxxxxxx> wrote: > Hello, > > I've recently began planning on implementing a quadtree for a game > client with an isometric view(ultima like). My initial thought was that > the player should always form the root of the tree(center of the screen) > while all the other movable objects, entities,... would be fit somewhere > into the spatial quadtree. However I'm having a bit of trouble figuring > out how to move the objects inside the tree. Is this as simple as just > deleting/reinserting them into the tree, or are there any algorhytms > that deal with this? Any advice would be appreciated too;). > > Cheers, Simon. > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html