Subject: Re: [boost] Boost.ntree_container (bi_tree, quad_tree, oct_tree, etc ptr containers) Is there any interest in this?
From: Klaim - JoÃ«l Lamotte (mjklaim_at_[hidden])
Date: 2012-03-08 18:03:05
as a game developer I would say "yes" it is interesting to me but that
depends a lot on the 'details' :
If it doesn't support well moving entities (fast change of leaf content in
the tree), then it isn't very interesting for (soft) real-time simulations
(whatever the point of simulation).
So do you plan on supporting this? Your interface don't suggest any way to
insert or remove something from the tree.
I assume that "tunnels" space partition would be off topic?
What would the tree contain? Points? Spheres? Other kind of volumes?
(axis-aligned box, oriented box, pyramids, etc)?
Or maybe you want the user to provide data and a (set of) collision check
function(s) or something similar?
Would there be different memory management strategies proposed?
Allowing fixed 'capacity' with no memory allocation/deallocation - and flat
as a boost::flat_map - would be interesting to game devs, even if you
provide custom allocators.
That being said, I'm not a specialist in the domain, so I hope experts will
ask more meaningful questions than mine.
My 2 cents.
Side note: if I had a generic container to partition space, I would also
use it in AI too.
Having several different and specialized representation of the same space
is very helpful in games but space efficiency becomes a big concern when we
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