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	<title>Finite Improbability &#187; ideas</title>
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	<description>Just programming and math, no spontaneously jumping undergarments</description>
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		<title>A &#8220;dancing quadtree&#8221; based scene-graph</title>
		<link>http://blog.finiteimprobability.com/2008/03/19/a-dancing-quadtree-based-scene-graph/</link>
		<comments>http://blog.finiteimprobability.com/2008/03/19/a-dancing-quadtree-based-scene-graph/#comments</comments>
		<pubDate>Wed, 19 Mar 2008 17:35:24 +0000</pubDate>
		<dc:creator>Adam Jones</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[ideas]]></category>

		<guid isPermaLink="false">http://blog.finiteimprobability.com/?p=23</guid>
		<description><![CDATA[In thinking about how I want to manage my games, I&#8217;ve spent a bit of time mulling over the options for scene management. Specifically I want to handle collision detection efficiently, as most of my recent ideas start out with &#8220;what if we had a swarm of X&#8221;. I&#8217;d also like to have something useful [...]]]></description>
			<content:encoded><![CDATA[<p>In thinking about how I want to manage my games, I&#8217;ve spent a bit of time mulling over the options for scene management. Specifically I want to handle collision detection efficiently, as most of my recent ideas start out with &#8220;what if we had a swarm of X&#8221;. I&#8217;d also like to have something useful to efficiently simulate an object interacting with neighboring objects.</p>

<p>One immediate idea is to base my scene graph on <a href="http://en.wikipedia.org/wiki/Quadtree">Quadtrees</a>. These are relatively simple to implement (since they are two-dimensional binary trees) and would make scene subdivision easy. A quadtree could easily divide the scene up into whatever depth I want, and objects in the tree can discover their neighbors through simple tree traversal mechanisms.</p>

<p>The first problem I have with it is overloading. If I have fifty of item in one quadrant and relatively few in the rest I&#8217;m still not doing very well. Taking a page from Hans Reiser&#8217;s &#8220;Dancing Trees&#8221; algorithm I could provide a threshold mechanism so that quadrants rebuild themselves in various sizes after they become imbalanced. I&#8217;ll have to kick the idea around some more, and probably should just start with a relatively simple management system first and build up more complicated ones as I find I need them.</p>
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