yahiko Posted August 17, 2016 Share Posted August 17, 2016 I am currently implementing a quadtree (in TypeScript) for a game prototype. In order to optimize performances, a little bit, instead of managing just one quadtree for all game objects, I am wondering if it would be speed-wise to separate static objects (like walls) from movings objects (like characters). This way, the static layer shall never be updated (cleared and populated) each frame which may save some CPU cycles. Obviously, in order to check collision, we will have to retrieve objects from the static and the moving objects layers. What do you think about this idea? Is it relevant? Quote Link to comment Share on other sites More sharing options...
DexterZ Posted August 18, 2016 Share Posted August 18, 2016 A single quadtree with multiple partition would be nice ^ _ ^ yhttp://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/quadtrees-r1303http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374 Kyros2000GameDev 1 Quote Link to comment Share on other sites More sharing options...
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