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07 Jul 2015 by In Uncategorized

This is a Quadtree system, used for efficient collision detection. Collision detection can be a heavy task for the processor, so when using a Quadtree, only the smaller sections ( in green ) are tested for collisions with other collision objects. The green section encloses the entire collision object ensuring that the collision is tested before a collision could possibly occur. If you were using 3D, instead of a Quadtree, you would use an Octree, which is the same except it has depth on the Z axis as well as the X and Y. You can also use a Quadtree system for efficient object culling, for example, when you don’t need to draw or update something because its not visible on the screen. Use the arrow keys to move the box around. (Left, Right, Up/Jump)


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Primarily working as a game and app developer, and also lecturing in Pulse College Dublin

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