Original Post
Hello!
I have some simple questions about spatial structures:
1) Who should be responsible for creating the BVH? Take a look at this picture: http://www.cs.princeton.edu/courses/archive/fall00/cs426/lectures/raycast2/img007.gif
As you can see there are 3 clusters of object (Nodes 2,3 and C). Who should specify these nodes 2,3 and C? Should an artist/modeler (who places the objects) specify the nodes? Or should the engine automatically find the nodes?
2) Is a 3D Quadtree (a quadtree where each node is an AABB rather than a rectangle) a good structure for ray picking?
3) Obviously I have all static objects (trees etc) in my AABB Quadtree. Should I also add the dynamic/moving objects (i.e. the player) in the quadtree and update the position every frame? Or should I exclude moving objects from the AABB Quadtree?
Thanks:)
I have some simple questions about spatial structures:
1) Who should be responsible for creating the BVH? Take a look at this picture: http://www.cs.princeton.edu/courses/archive/fall00/cs426/lectures/raycast2/img007.gif
As you can see there are 3 clusters of object (Nodes 2,3 and C). Who should specify these nodes 2,3 and C? Should an artist/modeler (who places the objects) specify the nodes? Or should the engine automatically find the nodes?
2) Is a 3D Quadtree (a quadtree where each node is an AABB rather than a rectangle) a good structure for ray picking?
3) Obviously I have all static objects (trees etc) in my AABB Quadtree. Should I also add the dynamic/moving objects (i.e. the player) in the quadtree and update the position every frame? Or should I exclude moving objects from the AABB Quadtree?
Thanks:)