POV-Ray : Newsgroups : povray.general : Algorithm-approach to eliminate intersections... : Industrial-strength solution (Re: ...additionally...) Server Time
6 Aug 2024 08:13:00 EDT (-0400)
  Industrial-strength solution (Re: ...additionally...)  
From: Vadim Sytnikov
Date: 21 Jun 2002 07:12:12
Message: <3d130a0c@news.povray.org>
"Tim Nikias" <tim### [at] gmxde> wrote:
> I was thinking about creating a grid, and the system checks how
> often objects were placed in certain squares, and tries to locate
> positions in rarely used squares, sort of trying to spread the objects
> evenly, if possible...

Some variation of it would probably the right thing to do. For example, DOOM
maintains such a grid, with the list of line segments (sectors' bounds)
associated with each cell. This way, it avoids checking player's (or
monsters') positions against all the lines on the scene.


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