Grid

Motivation

You have a lot of objects in your game and it is becoming costly to check each object against the rest for collisions. You want to answers to more complex physical queries than “Does A intersect B”. You would like a to perform some sort of path finding.

Description

The grid pattern describes a way to partition objects according to their position in space. This allows you to quickly identify when two objects could not possibly be intersecting. Once in place, it's possible to leverage the grid for additional physical queries such as ray casting.

See Also

Outline

References

For more information about the grid as well as example implementations please see the following:

algorithms/grid.txt · Last modified: 2009/11/21 01:34 by a_m0d
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