{"id":2063,"date":"2015-12-16T02:41:31","date_gmt":"2015-12-16T02:41:31","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=2063"},"modified":"2015-12-16T02:41:31","modified_gmt":"2015-12-16T02:41:31","slug":"p-152-virtual-world-concept-update-83-chunked-levels-of-detail-using-quad-trees-part-50-possible-proof-of-concept","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-83-chunked-levels-of-detail-using-quad-trees-part-50-possible-proof-of-concept\/","title":{"rendered":"P-152: Virtual World Concept Update 83: Chunked Levels of Detail Using Quad Trees Part 50: Possible Proof of Concept"},"content":{"rendered":"<p>Upon further testing, it seems that my solution to the parsing and optimisation problem was not actually correct.<\/p>\n<p>Even though it did work, when I analysed the number of calculations performed by the function I saw that there was one calculation for each node in the quad tree.<\/p>\n<p>This means that it did not actually produce any noticeable benefit or performance boost. I do feel that I am very close to figuring this out, however, and I am currently in the process of refactoring the code to solve this.<\/p>\n<p>Since the quad tree parsing algorithm uses recursion, this is not nearly as easy as it could be. I am looking into other parsing options (such as using a stack) as well as modifying the logic in my current code.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Upon further testing, it seems that my solution to the parsing and optimisation problem was not actually correct. Even though it did work, when I analysed the number of calculations performed by the function I saw that there was one calculation for each node in the quad tree. This means that it did not actually [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,10,11],"tags":[],"class_list":["post-2063","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","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\/2063"}],"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=2063"}],"version-history":[{"count":3,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2063\/revisions"}],"predecessor-version":[{"id":2072,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2063\/revisions\/2072"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=2063"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=2063"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=2063"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}