{"id":1722,"date":"2015-10-13T18:14:31","date_gmt":"2015-10-13T17:14:31","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1722"},"modified":"2015-10-13T18:17:50","modified_gmt":"2015-10-13T17:17:50","slug":"p-152-virtual-world-concept-update-55-chunked-levels-of-detail-using-quad-trees-part-23","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-55-chunked-levels-of-detail-using-quad-trees-part-23\/","title":{"rendered":"P-152: Virtual World Concept Update 55: Chunked Levels of Detail Using Quad Trees Part 23"},"content":{"rendered":"<p>My attempts to implement a parsable, optimised, quad tree are not progressing well.<\/p>\n<p>As I discussed in recent posts, I have implemented the spherical terrain, and the quad tree. However, I can not seem to reliably iterate or parse through the quad tree, in order to produce a list of vertices within range of the player to render.<\/p>\n<p>I am going to have to go back a few steps and look at this from another perspective, to try to figure where I am going wrong. There are likely some conceptual issues caused by gaps in my knowledge that are causing problems here.<\/p>\n<p>I need the quad tree optimisations in order to increase the resolution of the terrain. Currently, I am only capable of rendering the terrain is a low resolution which is not enough for even a simple project.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My attempts to implement a parsable, optimised, quad tree are not progressing well. As I discussed in recent posts, I have implemented the spherical terrain, and the quad tree. However, I can not seem to reliably iterate or parse through the quad tree, in order to produce a list of vertices within range of 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":[2,10,11],"tags":[],"class_list":["post-1722","post","type-post","status-publish","format-standard","hentry","category-art-and-designs","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\/1722"}],"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=1722"}],"version-history":[{"count":3,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1722\/revisions"}],"predecessor-version":[{"id":1725,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1722\/revisions\/1725"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1722"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1722"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1722"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}