{"id":1318,"date":"2015-04-27T00:09:30","date_gmt":"2015-04-26T23:09:30","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1318"},"modified":"2015-04-27T00:09:30","modified_gmt":"2015-04-26T23:09:30","slug":"p-152-virtual-world-concept-update-32-chunked-levels-of-detail-using-quad-trees","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-32-chunked-levels-of-detail-using-quad-trees\/","title":{"rendered":"P-152: Virtual World Concept Update 32: Chunked Levels of Detail Using Quad Trees"},"content":{"rendered":"<p>My Quad Tree test program is progressing well. I have a fairly good idea now about how to use Quad Trees in a spherical terrain implementation. What I intend to do with my project is:<\/p>\n<p>First, create several different versions of the spherical terrain, at different levels of detail (For example, 256*256, 512*512, 1024*1024, etc). This data will likely be stored temporarily in vectors.<\/p>\n<p>Then, a single quad tree will be created, which will store the terrain information for all LOD&#8217;s in it&#8217;s hierarchy of nodes.<\/p>\n<p>I can then quickly parse the quadtree, using a distance based calculation (based on the players position) to decide if a particular node should be returned at it&#8217;s current resolution, or subdivided into a lower resolution. I will also need some way to group or &#8220;chunk&#8221; together several nodes surrounding the player.<\/p>\n<p>Early tests indicate that the quad tree design that I have created does, indeed, perform much better than brute force (manually parsing all terrain pixels). One preliminary test resulted in my quadtree program processing just 12 terrain vertices, where a brute force algorithm faced with the same problem had to process 84 verts. This is a 7-fold performance improvement, and it seems that as the terrain becomes more detailed, the performance gains are even higher.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My Quad Tree test program is progressing well. I have a fairly good idea now about how to use Quad Trees in a spherical terrain implementation. What I intend to do with my project is: First, create several different versions of the spherical terrain, at different levels of detail (For example, 256*256, 512*512, 1024*1024, etc). [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,10,11],"tags":[],"class_list":["post-1318","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1318"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=1318"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1318\/revisions"}],"predecessor-version":[{"id":1319,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1318\/revisions\/1319"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1318"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1318"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1318"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}