Spatial Hashing Demonstration for point detection
Автор: Volfegan
Загружено: 2019-10-11
Просмотров: 5765
Описание:
So far, I read that spatial hashing is a very reliable method as a detection method, be that for collision or whatever the need for detecting stuff nearby, and it is what the gaming industry uses. I expect this to be a bit faster than the QuadTree implementation I did. As you can see 3 modes to extract the points: from each individual cell (or bin, or bucket or whatever the name convention), or by using a rectangular or circular range.
Regardless, this is already better than QuadTree because now I can actually make some way to detect line intersections per cell quadrants and have some chance of beating efficient Brute Force method.
Song: Prelude No. 20 - Chris Zabriskie
Done in processing and available on GitHub:
Source code: https://github.com/volfegan/Geometric...
If you are wondering about the one point missing is because of the way I generate points. There is a change it can be created outside the canvas screen.
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