dj
02-09-2003, 01:52 AM
I've made an octree class, and I am testing it out with a height map. I was thinking that you could check collision faster, by only checking the triangles in the frustum. Problem with this is, that what if you are walking backwards or sideways? What is generally the best way of using an octree to cut down on the number of triangles you check for collision with?
EDIT: On a side note, I've read other methods for spatial subdivision. Quadtrees, octrees, bsp, AABB trees. The author that writes about these particular trees always seems to prefer his method best. I read on the flipcode site that octrees have the weakness that they draw overlapped geometry. This is not necissarily true, it you put a polygon splitter function in there, but that increases your triangle count. What would the people of gamedev recommend to someone learning, wishing to find the most elegant way of subdividing their scenes? Maybe someone with a little more experience in this area could enlighten me with a highlight of the strengths and weaknesses of each. Am I wasting my time with octrees, being that there is a method I don't yet know of or what?
EDIT: On a side note, I've read other methods for spatial subdivision. Quadtrees, octrees, bsp, AABB trees. The author that writes about these particular trees always seems to prefer his method best. I read on the flipcode site that octrees have the weakness that they draw overlapped geometry. This is not necissarily true, it you put a polygon splitter function in there, but that increases your triangle count. What would the people of gamedev recommend to someone learning, wishing to find the most elegant way of subdividing their scenes? Maybe someone with a little more experience in this area could enlighten me with a highlight of the strengths and weaknesses of each. Am I wasting my time with octrees, being that there is a method I don't yet know of or what?