quadtree

Quadtree vs Red-Black tree for a game in C++?

若如初见. 提交于 2019-12-02 19:44:13
I have been looking for a quadtree/quadtree node implementation on the net for ages. There is some basic stuff but nothing that I would be able to really use it a game. My purpose is to store objects in a game for processing things such as collision detection. I am not 100% certain that a quadtree is the best data structure to use, but from what I have read it is. I have already coded a Red-Black tree, but I don't really know if the performance would be good enough for my game (which will be an adventure 3rd person game like Ankh). How would I write a basic but complete quadtree class (or

How to use the QML/QtLocation module for displaying a large amount of offline data on a map?

一笑奈何 提交于 2019-12-01 00:38:48
I'm in the process of creating an offline Slippy Map using QML and their new QtLocation module (>=Qt5.4). I managed quite easily to display the tiles with an offline cache. Now I would like to add custom data to this map (a list of ~7000 airports). This huge list would have to be clustered depending on the zoom level (for performance and readability reasons, unless the QtLocation has built-in "optimizations"..?. What would be to most elegant/best way to achieve this, staying as close as possible to the Qt/QML APIs? I saw some interesting stuff about a similar approach here: How to handle large

QuadTree for 2D collision detection

无人久伴 提交于 2019-11-29 23:12:21
I'm currently working on a 2D shoot them up type of game, and I'm using a quad tree for my collision detections. I wrote a working quad tree that correctly pushes my actors into the nodes/leaves they belong to in the tree. However, I've got a few problems. Firstly, how do I actually use my quadtree to select against which other objects an object should test collisions ? I'm unsure about how this is done. Which brings up a second question. Say I have an object in node that is not a neighbour of another node, but that the object is large enough that it spans a few node, how can I check for an

When to use Binary Space Partitioning, Quadtree, Octree?

左心房为你撑大大i 提交于 2019-11-29 18:42:07
I have recently learned about binary space partitioning trees and their application to 3d graphics and collision detection. I have also briefly perused material relating to quadtrees and octrees. When would you use quadtrees over bsp trees, or vice versa? Are they interchangeable? I would be satisfied if I had enough information to fill out a table like this: | BSP | Quadtree | Octree ------------+----------------+------- Situation A | X | | Situation B | | X | Situation C | | | X What are A, B, and C? Nils Pipenbrinck There is no clear answer to your question. It depends entirely how your

Using a QuadTree to get all points within a bounding circle

丶灬走出姿态 提交于 2019-11-28 23:44:48
I have a set of 100 to 200 points (x,y). I have to check which ones fall within a particular distance of the others. The particular distance is fixed for the entire program, say 50. Say point 1 falls within the range of points 5,7,25,90,96,105...etc. Similarly point 2 falls within range of 23,45, etc... Storing objects for locating by x,y coordinates Here QuadTree is suggested, but it can be used to get all the points within a bounding rectangle. But how to get all points within a bounding circle? there is a method which returns a point closest to a lat/long within a maximum distance, but how

QuadTree for 2D collision detection

孤人 提交于 2019-11-28 21:03:59
问题 I'm currently working on a 2D shoot them up type of game, and I'm using a quad tree for my collision detections. I wrote a working quad tree that correctly pushes my actors into the nodes/leaves they belong to in the tree. However, I've got a few problems. Firstly, how do I actually use my quadtree to select against which other objects an object should test collisions ? I'm unsure about how this is done. Which brings up a second question. Say I have an object in node that is not a neighbour

Implementing a Quadtree in Mathematica

一笑奈何 提交于 2019-11-28 15:19:51
I have implemented a quadtree in Mathematica. I am new to coding in a functional programming language like Mathematica, and I was wondering if I could improve this or make it more compact by better use of patterns. (I understand that I could perhaps optimize the tree by pruning unused nodes, and there might be better data structures like k-d trees for spatial decomposition.) Also, I am still not comfortable with the idea of copying the entire tree/expression every time a new point is added. But my understanding is that operating on the expression as a whole and not modifying the parts is the

Are any of these quad-tree libraries any good?

旧时模样 提交于 2019-11-27 22:54:47
It appears that a certain project of mine will require the use of quad-trees, something that I have never worked with before. From what I have read they should allow substantial performance enhancements than a brute-force attempt at the problem would yield. Are any of these python modules any good? Quadtree 0.1.2 <= No: unable to execute in Python 3.1 QuadTree <= Yes: simple while working with rectangles quadtree.py <= No: no support for needed operations EDIT 1: Does anyone know of a better implementation than the one presented in the pygame wiki? EDIT 2: Here are a few resources that others

Quadtree explanation and C implementation [closed]

a 夏天 提交于 2019-11-27 16:42:42
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 6 years ago . Please explain quadtrees and provide simple code (preferably in C) for insertion and searching. 回答1: Wikipedia has a good article on quadtrees. The quadtree section in these slides is very good. Here are some C

Storing objects for locating by x,y coordinates

你离开我真会死。 提交于 2019-11-27 07:53:02
I'm trying to determine a fast way of storing a set of objects, each of which have an x and y coordinate value, such that I can quickly retrieve all objects within a certain rectangle or circle. For small sets of objects (~100) the naive approach of simply storing them in a list, and iterating through it, is relatively quick. However, for much larger groups, that is expectedly slow. I've tried storing them in a pair of TreeMaps as well, one sorted on the x coordinate, and one sorted on the y coordinate, using this code: xSubset = objectsByX.subSet( minX, maxX ); ySubset = objectsByY.subSet(