Original Post
Hello, I'm currently learning all about quadtrees and their neat properties. One thing though; how should I implement them? I have downloaded several examples of engines that use quadtrees and some set the tree up by defining a struct, and others do it using a class. Does anyone know the drawbacks/advantages to these two methods? I'm interested in using a quadtree for rendering a very large terrain (planet) in conjunction with Hobbe's geomipmapping algorithm. Thanks in advance for your advice!