Timeline for Effecient finding of long-range spotting targets
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 23, 2017 at 12:37 | history | edited | CommunityBot | replaced http://stackoverflow.com/ with https://stackoverflow.com/ | |
| Sep 6, 2013 at 8:27 | comment | added | Anko | @niho The Wikipedia article on quadtrees explains the concept fairly well and gives implementation pseudocode. This JavaScript visualisation helped me understand why their traversal is efficient. | |
| Jul 9, 2013 at 15:38 | comment | added | nihohit | @Will, can you please point me at an explanation of how to implement this? | |
| Jul 9, 2013 at 6:45 | comment | added | Gustavo Maciel | Apart from avoiding visiting empty grids, the other two issues can be dealt with easily. If it's units ranges are not too great(like an tower defense game), visiting empty grids can be better than paying for rebuilding the quadtree. But that's very dependent on his game. | |
| Jul 9, 2013 at 6:42 | comment | added | Will | @GustavoMaciel quadtrees avoid visiting empty grids to find out if they are empty. It also stops you needing to put moving objects into two grid tiles, and large units into multiple ones. | |
| Jul 9, 2013 at 6:19 | comment | added | Gustavo Maciel | I think a quadtree is an overhead, since this units are already on a grid map. | |
| Jul 8, 2013 at 16:17 | comment | added | nihohit | Can you please further explain the quadtree solution? | |
| Jul 8, 2013 at 6:23 | history | answered | Will | CC BY-SA 3.0 |