3 ms·
BSP is a pretty outdated algorithm in the game engine space. I very often use spatial hashing instead of quad-trees or octrees. I rarely write interpreters bu
by stephc_int13 6y ago
BSP is a pretty outdated algorithm in the game engine space.
I very often use spatial hashing instead of quad-trees or octrees.
I rarely write interpreters but from memory a simple stack can go a long way.
Scenes are stored as flat arrays of components (ECS style)
Navigation (path finding) is very dependent on the internal level architecture, many tricks can be used to avoid trees or complex computations.
- codetrotter 6y agoJust wanted to say thank you for this comment. It led me to this paper http://www.cs.ucf.edu/~jmesit/publications/scsc%202005.pdf http://www.cs.ucf.edu/~jmesit/publications/scsc%202005.pdf which introduced some new ideas to me alongside of concepts that I were familiar with so it’s been generally easy but useful reading so far :)
- chrisseaton 6y agoYou probably know more than me but I don't really get how you can go from text source code to a stack without going through a tree or with recursion!
- stephc_int13 6y agohttps://en.wikipedia.org/wiki/Shunting-yard_algorithm https://en.wikipedia.org/wiki/Shunting-yard_algorithm