Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17560

Octree for "bloxels".

$
0
0

I'm planning to use octree for  “bloxel” chunk storage, because of its ability to compress portions of similar terrain to single node. While understand idea that single node can represent large space and new nodes can be allocated on demand, I'm barely can wrap my head around how to orient in such structure. I've seen that often node sizes used and there are algorithms (http://lsi.ugr.es/~curena/inves/wscg00/revelles-wscg00.pdf) for traversing such tree, another possible solution is “locational codes”  (https://geidav.wordpress.com/2014/08/18/advanced-octrees-2-node-representations/​​)​​ and node position is …


Viewing all articles
Browse latest Browse all 17560

Trending Articles