I've been trying to implement a spatial partitioning algorithm in my game, but both spatial hashes and quadtrees aren't what I'm looking for.
My level size is not supposed to have a limit (only Int32 limits). I need a spatial partitioning algorithm that doesn't need a "Level Width" and a "Level Height".
I have many moving physical objects. I need the algorithm to be fast enough to support 500+ objects.
Any alternative?
Answer
I've decided to go with fixed 2D grids.
I've made two videos which explain in-depth how I implemented them, and the current implementation is available on my GitHub page: https://github.com/SuperV1234/SSVSCollision
http://www.youtube.com/watch?v=7HY_SqqaoL4
http://www.youtube.com/watch?v=vYB37BDtHuQ
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