[DGD] Using r-trees to subdivide a world

Jared Maddox absinthdraco at gmail.com
Tue Aug 7 08:39:31 CEST 2012


> Date: Sun, 5 Aug 2012 22:46:02 -0700
> From: Shentino <shentino at gmail.com>
> To: All about DGD and Hydra <dgd at dworkin.nl>
> Subject: Re: [DGD] Using r-trees to subdivide a world
> Message-ID:
> 	<CAGDaZ_r7e7v4DnSbAWY8ayHrPdEMhTkQ-bwOBjBYrUfkoKfhXg at mail.gmail.com>
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>
> So yeah, good ideas, they've helped me decide on stuff.
>
> I just couldn't really have anything but official, in-game logic
> dictate the boundaries of a non rtree type node.
>
> I'm assuming this makes sense to you?
>

Yeah, I probably wouldn't use strict r-trees either, though I'd
normally advise mentioning restrictions earlier than this ;) .

I do still recommend using something inspired by kd-trees for the
internal sorting instead of something based on r-trees, for the
reasons I've already mentioned. If you're using DGD or another LPC
driver (that is why you're talking about it here, right? ;) ) then you
should be able to implement one with mappings (I'd normally stick
everything into it's own node of the tree, object-counts-be-damned,
but in your case a wrapper so that you can use 'layered' mappings that
can be paged would probably be better).

Out of curiosity, what's the interface intended to be like? Is this
going to be text-based, web-page-based, gui+command-prompt-based, or
conventional-gui-based?



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