Nice. I used this for the collision detection the first time I had to build my own game engine. It significantly reduces the number of checks you need to do for a collision. EDIT: I write this before the use cases section haha! It works for errrrrthang you mentioned.
ok good explanation i love it, but... how can i write the coding of the quadtree and octree. in essencial like a binary tree but every node has 4 nodes, ok but how can i write by the coding divide itself between 4 squares until of infinite only in the place where the random point is?
@Kayle Thanks for a great video on a very interesting topic! I would love to see a video on Dual Contouring from you, if you are not familiar its very interesting even scraching the surface, its used as a technique to create meshes. Also if I may ask what is the background music? Regards M
As far as I understood it, kd-trees disect the underlying space in an arbitrary amount of partitions, thus k, whilst Quad/octrees are somewhat a subset of kd-trees, where the space is disected into exactly 4/8 partitions.
@@jonasschindler4628 you should definitely check Wikipedia or some in depth videos for the details, but in summary: k-d trees oscillate between splitting by dimensions, e.g. split on x, then if still many points, split on y, and so on.. quad trees or octrees split on all dimensions simultaneously. And how they select the split location differs.
Great concise and organized video. Also loved you marked the separate regions in the video.
Nice. I used this for the collision detection the first time I had to build my own game engine. It significantly reduces the number of checks you need to do for a collision. EDIT: I write this before the use cases section haha! It works for errrrrthang you mentioned.
Still waiting for the future episodes ;)
Legend, doesn't waste 1 second. Thanks!
Got it after 90 sec, excellent explanation. Thanks for the upload.
Awesome! Maybe a video about AABB Trees?
It's a very good introduction with smart contextualisation ! Good job ! 👌
Great vid! Very clear and a good steer for my first nbody sim
awesome content.
wow this video is great, subbed
Nice video.
interested in the GIS bit, but you havent uploaded any episode. Do you plan on making them?
Thanks, awesome video
Nice one Gish. SUBBED.
ok good explanation i love it, but... how can i write the coding of the quadtree and octree. in essencial like a binary tree but every node has 4 nodes, ok but how can i write by the coding divide itself between 4 squares until of infinite only in the place where the random point is?
I tried to store triangles in a quadtree and it was eh brutal. Any ideas on how to spatial partition a triangulation mesh?
@Kayle Thanks for a great video on a very interesting topic!
I would love to see a video on Dual Contouring from you, if you are not familiar its very interesting even scraching the surface, its used as a technique to create meshes.
Also if I may ask what is the background music?
Regards
M
Quad/octrees vs kd-trees? What are the advantages of each, when do we choose one over the other?
As far as I understood it, kd-trees disect the underlying space in an arbitrary amount of partitions, thus k, whilst Quad/octrees are somewhat a subset of kd-trees, where the space is disected into exactly 4/8 partitions.
@@jonasschindler4628 incorrect good sir
@@codyheiner3636 Ohh what's the difference then? Would you mind to explain? Kinda got interested now!
@@jonasschindler4628 you should definitely check Wikipedia or some in depth videos for the details, but in summary: k-d trees oscillate between splitting by dimensions, e.g. split on x, then if still many points, split on y, and so on.. quad trees or octrees split on all dimensions simultaneously. And how they select the split location differs.
@@codyheiner3636 Ahh okay thank you will do that.
Wheres that future episode ? 😂
the music is annoying other than that cool!!
didnt know andrew tate also codes