开发者

2D Spatial partitioning alternatives to spatial hashes and quadtrees

I've been 开发者_高级运维trying to implement a spatial partitioning algorithm in my game, but both spatial hashes and quadtrees aren't what I'm looking for.

My level size is not supposed to have a limit (only Int32 limits). I need a spatial partitioning algorithm that doesn't need a "Level Width" and a "Level Height".

I have many moving physical objects. I need the algorithm to be fast enough to support 500+ objects.

Any alternative?


I've decided to go with fixed 2D grids.

I've made two videos which explain in-depth how I implemented them, and the current implementation is available on my GitHub page: https://github.com/SuperV1234/SSVSCollision

http://www.youtube.com/watch?v=7HY_SqqaoL4

http://www.youtube.com/watch?v=vYB37BDtHuQ

0

上一篇:

下一篇:

精彩评论

暂无评论...
验证码 换一张
取 消

最新问答

问答排行榜