I am trying to perform broad-phase collision detection with a fixed-grid size approach. Thus, for each entity\'s position: (x,y,z) (each of type float), I need to find which cel
here are a few references you could look at. Warren's papers discuss the hash algorithm in detail:
A parallel hashed Oct-Tree N-body algorithm
A portable parallel particle program
The grid approach is going to have problems near the boundaries of the grid boxes. Why not use BSP trees instead?
If someone is still interested in this, I figured out a solution that works over here:
http://www.gamedev.net/community/forums/topic.asp?topic_id=567378
My preferred hashing function for this kind of vector is to rotate the bits of each component by a different constant and XOR them together.
It's very fast, and the bit rotations are helpful to reduce collisions and ensure as much of the key space as possible is used.