Quadtree

Spatial Data Structure | Friday 17 October 2008 1:05 am

Nearly the same as a Octree but instead of dividing the space in cuboids in 3D it’s rectangles in 2D space. This is useful for rendering terrain and you want to cull a lot of the terrain fast.

Example of the creation of a quadtree

A visual demonstration of a quadtree used for fast collision detection:
http://lab.polygonal.de/2007/09/09/quadtree-demonstration/

Introduction to quadtrees and sample code:
http://www.gamedev.net/reference/programming/features/quadtrees/

More info about quadtrees, including source:
http://www.kyleschouviller.com/wsuxna/quadtree-source-included/

Please share:
  • Print this article!
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks
  • Current
  • LinkedIn
  • Live
  • MySpace
  • Netvibes
  • StumbleUpon
  • Twitter
  • Reddit
  • Technorati
  • Yahoo! Bookmarks

No Comments »

No comments yet.

RSS feed for comments on this post. TrackBack URI

Leave a comment