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Quad-Tree

Name: Anonymous 2011-11-14 20:12

I've been searching around for the logic behind QuadTrees, and trying to implement my own QuadTree algorithm.  What's the basic logic behind QuadTrees?

Name: Anonymous 2011-11-15 10:40

>>9
Doesn't that only work if you were searching from the origin of the octree?

If you're looking towards the origin from the outside alone one of the major axes, it would render 1/2 the entire tree until you got to the final leaf nodes, then it would discard all of it.

Rendering with voxels is always going to be worse than polies, for the simple fact that voxels must be converted to surfaces before attempting to collision detect, and polies don't.

I'm saging because you're a retarded trolling faggot, but fuck, at least try next time.

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