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Author Topic: Geo Grid Reg System  (Read 1596 times)
rootsage
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« on: January 01, 2009, 07:56:44 PM »

Hey, so I have been reading up lately on a lot of different techniques for game design, and I came across this article* on "Geographic Grid Registration Systems". It seems like a very useful alternative for octrees and quadtrees, because it can help track both static and dynamic objects.

I was just wondering if anybody has any experience using GGSR's and am looking to get some more insight into the topic. Do the pros outway the cons when using GGSR's? Or is it something that depends on the current setup you have?

The guy, Nemo Krad, that wrote the article, gives the source to the system he uses. So I was going to try and work it into my sandbox and see what all I can come up with it.

* The article: Click-a the link-a
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Hypnotron
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« Reply #1 on: January 01, 2009, 10:14:00 PM »

Grids are very common.  There are variants to the one described in your link that handle a few things differently (e.g. overlapped grids so you dont have entities existing in multiple grid locations due to grid boundary conditions and hierarchical grids and hierarchical overlapped grids which removes any max game object size restriction since extremely large objects like a super massive space station can be inserted into the grid at a higher level in the hierarchy)
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