From: SourceForge.net <no...@so...> - 2003-01-27 13:32:02
|
Bugs item #664210, was opened at 2003-01-08 07:17 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=664210&group_id=1111 Category: Code Group: None >Status: Closed Resolution: None Priority: 7 Submitted By: Ralf Pietersz (skyflash) >Assigned to: Ralf Pietersz (skyflash) Summary: Optimize IsInRange using a QUADTREE Initial Comment: We still have a high speed optimization potential cause we are not in any way using binary space partitioning or similar optimizations. We need to get something in, it will be a secondary datastructure inside WorldManager and it will prolly be a quad structure as we are dealing with wide open terrain and spreaded objects. I never programmed a quad but i think I can do it, its not too hard and there is enough help out there, but if someone did this before please go ahead and join me or even volunteer and take the lead for it. Currently we are always looping all the objects, which will kill us as soon as we get a real world with 1000 objects, even if most are slotted due to our pre- optimization during the redesign and even with the Zone design. ---------------------------------------------------------------------- Comment By: Ralf Pietersz (skyflash) Date: 2003-01-27 14:36 Message: Logged In: YES user_id=180187 Thanks you for your time on submitting this bug! Please checkout the new CVS, this bug has been fixed. If you are not satisfied with the solution, please reopen the bug. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-10 12:40 Message: Logged In: NO Other possiblility: Combine this with the terrain model. Store the landtile the object is on in the object class and create a list per landtile with all objects on top of it. Store the position of an object relative to the landtile. So if the entire landtile is within range, all object on top of it are as well. The same holds for all objects on top of tiles that are entirely out of range. You only have to go through objects that are on tiles that are partly in range. - Guido ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=664210&group_id=1111 |