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UberTuba
23
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Joined: 5th Oct 2002
Location: Brittania
Posted: 11th Jun 2003 16:09
promised for patch 5, what is it????
Life is a terminal disease.
You never survive it.
abloke
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Joined: 6th Jun 2003
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Posted: 11th Jun 2003 16:26 Edited at: 11th Jun 2003 16:28
A node tree engine can operate in 2 different modes
(i.e node splitting)which are the Quadtree mode,and the octree mode.
'quadtree'splits the world(and subsequent nodes)into 4 modes at a time.Suitable for 'level meshes' where the Y-Axis doesn't vary much.
(The viewpoint height doesn't change much).

'Octree'splits the world(and subsequent nodes)into 8 nodes at a time.
You can use 'this' mode for big 3-D meshes,where the viewpoint can move anywhere in the world.

By working out which polygons are held within a nodes 3d space,you can group them,then starting at the 'root' node,you can traverse each node in the tree fast.

.... a basic explanation of a node tree engine.

Andy Igoe
23
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Location: United Kingdom
Posted: 11th Jun 2003 16:46
This sounds very similar to the method I used to get 500,000 objects into the last Terrascape demo (which I compiled with a bug that caused slowdown! DOH! - it's faster now). It is a very effective method of mass-polygon culling.

Pneumatic Dryll
UberTuba
23
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Joined: 5th Oct 2002
Location: Brittania
Posted: 11th Jun 2003 17:38
will it help with polygon collision?
Because polygon collision really needs to be sortedout for patch 5

Life is a terminal disease.
You never survive it.
Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 11th Jun 2003 19:29
It could be used to make collision faster, but not more accurate. However, if you restrict your collision to only those polys thar are visible there are some applications that may become impractacle such as AI's away from the player/camera for instance.

Pneumatic Dryll
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 11th Jun 2003 21:39
"will it help with polygon collision?
Because polygon collision really needs to be sortedout for patch 5"

Nodetrees are for speed, not collisions. They work a bit like BSPs, allowing DBP to split up the static world to make it faster.

Polygon collision DOES NOT EXIST in DBPro. End of story. SET COLLISION TO POLYGONS is sphere to poly testing.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip

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