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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 ...
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The Goal I'm working on a vr gesture recognition system. Normally these systems are dependent on "drawn" gestures, but I want something that compares position, rotation, velocity, angular ...
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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 ...
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I am working on a city building game where all buildings are axis aligned rectangles. Currently I am using spatial hashing to detect if the insertion of a building intersects a building in the board. ...
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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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In my recent project, I am getting an object file via a request to REST API and found that the OBJs (object file) are in Gauss-Kruger System. I want to know that how exactly I place the model as I ...
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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 am using an octree to define my 3D voxel world. And I want to use octree subdivision as a LoD system. This means, subdivide close to the player, but far away nodes un-subdivided. But it occurs to me ...
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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 simply want to implement some sort of grid where I can sort units in an RTS into cells, and then for each unit check to avoid other units and attack other units, in 2d. My map grid is currently 10 ...
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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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A lot of games store object positions as floats and have a closed ball for the game area (eg. a rectangle and objects are allowed to have position coordinates on all 4 edges). However, this becomes ...
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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'm looking to create a system that recognizes certain types of buildings and rooms you can create in game, like how Terraria detects "residences." In that game, a house can be constructed in a tile-...
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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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I am writing an top down 2D game like agario/diep.io and I am using spatial hashing for detecting on screen objects. However I find it is too expensive to do a spatial partition a few times a second. (...
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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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I'm developing a 2D game engine and right now I'm designing the collision system. I've read about space partitioning and quad trees, and I understand that only the objects that are in the user's ...
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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 recently started to plan a project in Unity that will be for Android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will ...
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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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I already have a working algorithm for this but it's home-made and there is some redundancy in the things it checks, so I'm looking for a fast algorithm (or the name of it) that would detect undrawn ...
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