[gameprogrammer] Re: Since we are on the topic of optomized data structures (:

  • From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 13 Jul 2007 13:36:59 -0700

So would you say that doing bounding box collision tests on a culled tree
would in generally be faster than unique ID tests on an unculled tree?

Just thinking about a 2d bounding box test vs a simple comparison. and the
culled tree vs the unculled tree


On 7/13/07, Matthew Weigel <unique@xxxxxxxxxxx> wrote:

Alan Wolfe wrote:
> Heya,
>
> I have a quad tree which stores objects in it from a 2d world.
>
> I was wondering, in general if i wanted to find a node in a quad tree
> where i had both the bounding box and a unique id#, would it be more
> efficient to just recursively search the tree for the id#?  Or would it
> be more efficient to do the bounding box search to "cull some branches"
> of the recursive ID search?

Quad trees excel at improving the performance of "finding things in a
bounding box."  It doesn't really matter what it is, as long as you have
the bounding box and the individual nodes possess the data you are
looking for.  If the tree were ordered with respect to id#s, that would
be different, though.
--
Matthew Weigel
hacker
unique@xxxxxxxxxxx

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