On Fri, 2007-07-13 at 13:36 -0700, Alan Wolfe wrote: > 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 > If you wanted to go nuts (and don't care too much about memory or complexity), you could keep the IDs in a hashtable/map like we were talking about before and do a really fast lookup using the UID. AFAIK what's really great about quadtrees isn't their ability to find a specific element in a two dimensional collection but a range of elements. By the numbers, the 2d bounding box test would run in something like O(log_4(n)) time, while a hashtable / binary tree would be O(1) or O(log_2(n)) > 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 > > --------------------- > To unsubscribe go to > http://gameprogrammer.com/mailinglist.html > > >