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Questions tagged [spatial-partitioning]

Spatial partitioning refers to dividing up some space (such as the game world) into regions with the intent to efficiently search or traverse those regions or the objects within those regions.

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I have a spatial hashing grid that's mapped out like ...
Pen's user avatar
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I am creating a client/server that is 2D and based on a map. Characters on the server are then separated into a spatial hash. I am using this to determine who to send data to, essentially, people in ...
Charlie's user avatar
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I was reading Robert Nystrom's Game Programming Patterns website and, in the section about spatial partitioning, particularly in the section on quadtrees, he mentions: Objects can be added ...
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I'm developing a 2D ant simulation in JavaScript. I'd like to implement a quadtree to store the positions of ants and other markers. I approximate all of these entities as circles, and I'm only ...
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I've recently started looking into BSPs for real-time collision detection, and I'm now looking into improving the performance of my solution. The system that I've implemented is rather similar to the ...
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I'm trying to use spatial hashing to speed up collision detection in my game. I believe spatial hashing is better suited for my game than quadtrees, because I have lots of fast-moving objects in my ...
makinGames's user avatar
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Is it possible to apply spatial split techniques (oct-trees bsp-trees, etc) when meshes are not necessary manifolds? The mesh in question represents the "map". This means that it is static so spatial ...
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I´ve implemented a quadtree spatial partitioning to my game engine as I wanted to try it and see how it affects the performance checks. The results were great (instead of hundreds collision checks ...
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Hi I am currently using a modified version of spatial hashing algorithm written by Christer Bystrom. This algorithm is OK for collision detection. However when I use it for detecting entities in ...
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Well, I have an array with all the terrains. How do I render them? I just add them to a List of terrains that are sent to the Renderer. There, every terrain of the list is rendered. The problem is ...
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I have an array of objects. Their position is a Vector2. I want to select the closest object, given an X and Y coordinate that represents an user touch on screen. ...
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