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?
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Anonymous2011-11-14 20:20
It's like any tree, except instead of k number of children at non-leaf nodes, there are 4 children. So you use the same algorithms for traversing trees in general. In graphics or physics simulations, where it is used to partition space into a tree structure for logarithmic searches and culling, each non-leaf node in a tree represents the axis-aligned bounding volume of it's 4 children, in a recursive manner. That's all there is to it.