[gameprogrammer] Re: storing lists of units

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 (:

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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