{"id":1495,"date":"2015-08-31T07:36:13","date_gmt":"2015-08-31T06:36:13","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1495"},"modified":"2015-08-31T07:37:45","modified_gmt":"2015-08-31T06:37:45","slug":"p-152-virtual-world-concept-update-48-chunked-levels-of-detail-using-quad-trees-part-16","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-48-chunked-levels-of-detail-using-quad-trees-part-16\/","title":{"rendered":"P-152: Virtual World Concept Update 48: Chunked Levels of Detail Using Quad Trees Part 16"},"content":{"rendered":"<p>I have made a major breakthrough with this project! I have finally implemented the terrain paging system. As seen in the below video, I can now page terrain polygons in and out of memory as the camera moves around the world.<\/p>\n<p>In the below video, the player is stationary, and the code is using the camera position to perform the paging, but the concept is the same.<\/p>\n<p>The code is, at the moment, not making full use of the quad tree. It is not performing an efficient search, accepting and rejecting branches of the tree, instead, it is performing a search of all of the nodes in the bottom tier of the tree, and rendering the ones close to the player. This obviously defeats the entire purpose of the quad tree, but this was done simply for debugging purposes.<\/p>\n<p>The next step is to implement the quad tree parsing and optimisation program that I have devised, and hope that it works, and provides the significant speed improvements that I am hoping for (by massively reducing the amount of nodes that need to be processed).<\/p>\n<p><iframe loading=\"lazy\" width=\"420\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/tx-7_Db1A8I\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have made a major breakthrough with this project! I have finally implemented the terrain paging system. As seen in the below video, I can now page terrain polygons in and out of memory as the camera moves around the world. In the below video, the player is stationary, and the code is using the [&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-1495","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\/1495"}],"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=1495"}],"version-history":[{"count":3,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1495\/revisions"}],"predecessor-version":[{"id":1498,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1495\/revisions\/1498"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1495"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1495"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1495"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}