Original Post
I have heared they are an efficient ways for geometry culling. Well the bsptrees are also considered efficient for some culling effects but i have not really seen much use for them beyond throwing large amounts of lines against them and calling it collision detection
. Anyways the texts on quad and octrees(havemt really decided which do use but im leaning towards quadtrees) basically suggest one uses a 4 point scan do determine weather the cube(or rectangle) is in fov. now from the top of my head i thought that wouldnt it be much faster to initally use the central point and the bounding circle to check it against the outer circle of fov(instead of back culling plane it uses a bounding sphere). now if the fov check is done after the sphere check and only if the previous test returns a collison. If the map is more or less square, the bounding circles will not be too far off and testing 2 spheres qequires 3 "-" and 4 "*" while one point - plane test requres 3 "*" and 3 "+". so testing against 4 points takes 24 units in which time it could do 3 and a half sphere tests (i created a small test program and on my amd id pretty much took the same time for multiplications, divisions, additions and subractions(subtractions taking a small marginal less i believe)
one question - is this thinking sound... or is this thinking at all? If i managed to confuse somebody, let me know please cause i will try to make this thing a bit more understandable
Oh and in case you are wondering why i write so ununderstandable text is because im a 10-th grader in the verge of mental breakdown
[edited by - Velochy on July 19, 2002 4:43:08 PM]