[gameprogrammer] Re: storing lists of units

On Wed, 2004-09-29 at 22:18, Alan Wolfe wrote:
> I put this stuff up on the wiki, with more algorithmic details, including
> how to handle this case you showed.
> 
> Take a look if you want, you might find something helpful (:

Thank you very much, it looks good.

                Bob Pendleton

> 
> http://gameprogrammer.com/gpwiki/Collision_20Detection_20Methods
> 
> ----- Original Message ----- 
> From: "Roger D. Vargas" <roger@xxxxxxxxxxx>
> To: "Game programmer list" <gameprogrammer@xxxxxxxxxxxxx>
> Sent: Tuesday, September 28, 2004 11:34 AM
> Subject: [gameprogrammer] Re: storing lists of units
> 
> 
> > El mar, 28-09-2004 a las 13:22, Alan Wolfe escribió:
> > > a good way for you might be quad trees (if you are making a 2d game).
> > >
> > Well, sems Ill have to implement some test apps in my free times.
> > Supposing that the third coordinate is irrelevant (I mean, without
> > considering heigth), quadtrees can be used for 3d games too?
> > The algorithm you explain covers this case:
> >            1                  2
> > --------------------------------------
> > |          |                  |
> > |                  |                  |
> > |                  |                  |
> > |                  |                  |
> > |                  |                  |
> > |                 A| B                |
> > --------------------------------------
> >
> > Supposing 1 and 2 are subdivided in 4 subareas, unit A is in child node
> > 4 (lower right) of 1 and B is in child node 3 (lower left) of 2. If i
> > traverse the tree, A and B are on different parent nodes but in reality
> > they are close.
> >
> > -- 
> > Roger Durañona Vargas
> > Linux user #180787
> > A cada momento nos rodea lo desconocido. Es alli
> > donde uno tiene que buscar el conocimiento.
> > Paul Muad'Dib Atreides. Children of Dune
> >
> >
> >
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> >
> >
> 
> 
> 
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-- 
+--------------------------------------+
+ Bob Pendleton: writer and programmer +
+ email: Bob@xxxxxxxxxxxxx             +
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