QuadTree | efficient QuadTree usefull for game dev | Game Engine library

 by   alwex Java Version: v1.3 License: Apache-2.0

kandi X-RAY | QuadTree Summary

kandi X-RAY | QuadTree Summary

QuadTree is a Java library typically used in Gaming, Game Engine applications. QuadTree has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Very usefull and for game development this QuadTree implementation will help you create an efficient collision detection System.

            kandi-support Support

              QuadTree has a low active ecosystem.
              It has 26 star(s) with 6 fork(s). There are 4 watchers for this library.
              It had no major release in the last 12 months.
              There are 2 open issues and 0 have been closed. On average issues are closed in 1297 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of QuadTree is v1.3

            kandi-Quality Quality

              QuadTree has no bugs reported.

            kandi-Security Security

              QuadTree has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              QuadTree is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              QuadTree releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed QuadTree and discovered the below as its top functions. This is intended to give you an instant insight into QuadTree implemented functionality, and help decide if they suit your requirements.
            • Returns a String representation of this filter
            • Returns a string representation as a string
            Get all kandi verified functions for this library.

            QuadTree Key Features

            No Key Features are available at this moment for QuadTree.

            QuadTree Examples and Code Snippets

            No Code Snippets are available at this moment for QuadTree.

            Community Discussions


            Why this Quadtree Query often returns nothing?
            Asked 2021-May-12 at 06:13

            Any "W" refers to half-width and any "H" refers to half-height. Any "X" and "Y" refers to the center of a rectangle aligned with the co-ordinate axes.

            I am attempting to write some general purpose quadtree code for use in physics simulations and game design. At first it was returning ALL points in the contents of a quadtree that was completely enclosed by the search region. After adding a bunch of print() statements to illuminate the process I managed to solve that problem but now I have a new one I can't seem to figure out. For some reason when I query the quadtree for the "Placeables" within a rectangular region I either get a totally correct result, but more often than not I get nothing returned at all. Placeables are defined as follows:



            Answered 2021-May-12 at 06:13

            Wow, this was a difficult problem to find (at least, I hope I solved it).

            The problem is with your definition of rW and rH in setup():

            Source https://stackoverflow.com/questions/67421797


            undefined reference to `boost::filesystem::path_traits::dispatch when linking library?
            Asked 2021-May-05 at 11:50

            I build Gource project. Compile error comes when doing make.

            g++ -std=gnu++0x -Wall -Wno-sign-compare -Wno-reorder -Wno-unused-but-set-variable -Wno-unused-variable -g -O2 -pthread -pthread -o gource src/gource-action.o src/gource-bloom.o src/gource-caption.o src/core/gource-conffile.o src/core/gource-display.o src/core/gource-frustum.o src/core/gource-fxfont.o src/core/gource-logger.o src/core/gource-mousecursor.o src/core/gource-plane.o src/core/gource-ppm.o src/core/gource-quadtree.o src/core/gource-regex.o src/core/gource-resource.o src/core/gource-sdlapp.o src/core/gource-seeklog.o src/core/gource-settings.o src/core/gource-shader.o src/core/gource-shader_common.o src/core/gource-stringhash.o src/core/gource-texture.o src/core/gource-png_writer.o src/core/gource-timezone.o src/core/gource-vbo.o src/core/gource-vectors.o src/gource-dirnode.o src/gource-file.o src/formats/gource-apache.o src/formats/gource-bzr.o src/formats/gource-commitlog.o src/formats/gource-custom.o src/formats/gource-cvs-exp.o src/formats/gource-cvs2cl.o src/formats/gource-git.o src/formats/gource-gitraw.o src/formats/gource-hg.o src/formats/gource-svn.o src/gource-gource.o src/gource-gource_shell.o src/gource-gource_settings.o src/gource-key.o src/gource-logmill.o src/gource-main.o src/gource-pawn.o src/gource-slider.o src/gource-spline.o src/gource-textbox.o src/gource-user.o src/gource-zoomcamera.o src/tinyxml/gource-tinyxmlerror.o src/tinyxml/gource-tinystr.o src/tinyxml/gource-tinyxml.o src/tinyxml/gource-tinyxmlparser.o -lGL -lGLU -lfreetype -lpcre -lGLEW -lGLU -lGL -lSDL2_image -lSDL2 -lpng15 -lboost_system -lboost_filesystem src/gource-gource_settings.o: In function boost::filesystem::path::path(boost::filesystem::directory_entry const&, boost::enable_if::type>, void>::type*)': /usr/include/boost/filesystem/path.hpp:139: undefined reference to boost::filesystem::path_traits::dispatch(boost::filesystem::directory_entry const&, std::__cxx11::basic_string&, std::codecvt const&)' collect2: error: ld returned 1 exit status

            Build enviroment use libboost_filesystem.so.1.53.0.



            Answered 2021-May-05 at 11:50

            Your library has this symbol:

            Source https://stackoverflow.com/questions/67399782


            Why has my quadtree made no improvement to performance?
            Asked 2021-May-02 at 13:02

            I have a boids flocking simulation setup. It originally worked by having every boid loop through every boid so that they all constantly know where each other are at in order to tell if they are close or far away, but then I switched to a quadtree design so that boids only have to loop through boids that are actually nearby. However, it has made virtually no improvement to the simulation's FPS. It's as if I'm still looping through every single boid.

            Is there some mistake in my implementation? Repo is here, relevant code is mostly in main.js, quadtree.js, and boid.js. LIve site is here



            Answered 2021-May-02 at 13:02

            The reason why you are not seeing obvious performance gains from the Quadtree is because of the nature of your simulation. Currently, the default separation causes a large number of boids to "converge" to the same position.

            Lots of objects in the same position is going to negate possible speedups due to spatial partitioning. If all the objects are in the same or near position, boids in the area a forced to check against all other boids in the area.

            You can demonstrate to yourself that your Quadtree is working by watching or profiling your application with its default settings. Now turn separation up to maximum. You will see visually, or through profiling, that as the boids spread out more evenly, the FPS increases significantly. This is because the Quadtree can now prevent computations thanks to its spatial partitioning.

            With default low separation:

            With maximum separation:

            You can see how performance is increased in the second image. Also note, that the conjecture by another commentor that it is the construction of the Quadtree (insert) that is taking up all the time is wrong.

            While in some applications you may be able to update a Quadtree as things move around, since in this simulation every constituent moves every frame, reconstructing the Quadtree from scratch is less work, then taking every object out and reinserting it into its new position.

            The advice to skip square-rooting and just use the distance-squared is good though as this will get you a bit more performance.

            Source https://stackoverflow.com/questions/67351311


            Why is a Point-Region Quadtree search (for collision detection) linearithmic time?
            Asked 2021-Apr-14 at 13:29

            After a quadtree is fully created, why does comparison operation (for collision detection of n objects) take linearithmic n log(n) time? The nodes are recursively split by region/quadrant, and the search will scan down the tree, pruning off paths that aren't within the search coordinates, eventually finding or not finding target nodes within the bounds of the collided node. Each operation is comparing a divided partition n, which seems like log(n) time, not n log(n).



            Answered 2021-Apr-14 at 13:29

            To find all collisions of n objects (as well as to reveal any one collision in the worst case), one should perform about n actions - check a vicinity of every object.

            Every such checking, as you wrote, takes O(logn) time, so overall time reaches O(nlogn)

            Source https://stackoverflow.com/questions/67086735


            I implemented Quad as BST, but I try to split it this way, but it's not working well
            Asked 2021-Mar-28 at 20:30

            If wsplit = 1 I want to split base on width, else height.

            threshold will be defined should split or not.

            tx, ty will be the left top coordinate of the Quad. sx = Width of the original image

            It will work like



            Answered 2021-Mar-28 at 20:30

            It looks like the issue is that you are forgetting to initialize all variables. You should ensure you initialize all of the variables in both the if and the else part:

            Source https://stackoverflow.com/questions/66845284


            Doughnut pie hybrid d3 version 4
            Asked 2021-Feb-01 at 00:27

            I have an old doughnut hybrid pie chart/bubble chart combo working on d3v3.

            //doughnut bubble chart v3 https://jsfiddle.net/ajevh5wf/



            Answered 2021-Feb-01 at 00:27

            Many things have changed from v3 to v4, like d3.pack() instead of d3.layout.pack(), and having to import the "ease" module and reference d3.easeSin instead of 'sine'. Once you take care of all these little differences, your code works: https://jsfiddle.net/dc6eugtn/1

            Here's the relevant section of changes:

            Source https://stackoverflow.com/questions/65870599


            Unexpected behavior from glVertexAttribPointer data types using pyglet
            Asked 2021-Jan-30 at 09:11

            I've been working on implementing a quadtree based LOD system. I'm using Pyglet as a python binding for OpenGL and I'm getting some weird behavior, I'd like to know if I'm doing something wrong.

            Setting up my buffers: (input data are leaves of a quadtree to be decoded in the vertex shader)



            Answered 2021-Jan-30 at 08:43

            If the type of the attribute is integral (e.g. uint) you must use glVertexAttribIPointer instead of glVertexAttribPointer. Focus on I and see glVertexAttribPointer:

            glVertexAttribPointer(0, 1, GL_UNSIGNED_INT, GL_FALSE, 0, 0)

            Source https://stackoverflow.com/questions/65965980


            How to insert node in all intersecting quads in QuadTree?
            Asked 2021-Jan-19 at 13:46

            I have a QuadTree but the insert method is not working like I want it to. Right now it only inserts in the first intersecting quad it sees. The aim is that all nodes are inserted in all the quads its intersecting with. For example: when a node is on the border of two quads, it is inserted in both quads. Can somebody help me to get the insert method to where it is inserted in all intersecting quads?

            This is my current implementation:

            This is the call to insert the nodes:



            Answered 2021-Jan-19 at 13:46

            Remove the else from else if to ensure a item is inserted to each of its subnodes.

            Source https://stackoverflow.com/questions/65789498


            Upgrading bubble chart to v4+ with gravity/collide detection/effects
            Asked 2021-Jan-04 at 03:29

            I've got a converted d3v4 bubble chart, but there used to be so much more features like gravity/charge and collision detection for these kind of things in d3v3. When the chart loads - I want to see a consistent/movement of the bubbles like watching frog spawn in a pond - they get close to each other through gravity - but have repellant/charge type properties. The bubbles also need to try and keep away from the edge.

            Here's what I'm looking for with v3:



            Answered 2021-Jan-04 at 03:29

            there used to be so much more features like gravity/charge and collision detection for these kind of things in d3v3

            D3v4+ has better functionality than d3v3 when it comes to force layouts. But, ironically, looking at the fiddle you shared, you actually aren't using a force layout to actually place your nodes. Try changing the gravity or charge to wildly different values - nothing changes, you never pass the nodes to the simulation with force.nodes(data).

            That said, the force simulation is providing an alpha value, calling the tick function repeatedly, etc, but there is no direct interaction between the nodes and the force simulation. All positioning is done manually in the tick function. The force could be replaced with a timer to achieve the same result here.

            This suggests you are asking the wrong question, instead of

            • How do I upgrade my layout to v4

            It is likely:

            • How do I incorporate my custom positioning functions into d3v4's force layout.

            To start with, let's look at your two positioning forces:

            • The collision detection in the fiddle is built into d3v4 (d3.forceCollide), the code is very similar to what you have used.
            • Mutli-foci point force directed graphs are done in a similar way as they were in d3v3. Below I use a single focal point with forceX and forceY, which matches your fiddle.

            Here's a simplified example of what you have which is much easier to work with here:

            Source https://stackoverflow.com/questions/65555405


            D3.js Error: attribute transform: Expected number, "translate(NaN,NaN)"
            Asked 2020-Dec-08 at 17:00

            I am trying to build a data visualization with d3 and I am running into the following error in my console.



            Answered 2020-Dec-08 at 17:00

            The problem indicates an SVG element group ( tag ) has NaN for position coordinates. I see a problem maybe here in your code : .attr("dy", ".35em") Try to get rid of the em value and use raw numbers. I'm not certain it will solve your problem though, if you could post the error in the console and the element it applies to I could help you more.

            Source https://stackoverflow.com/questions/65203362

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install QuadTree

            You can download it from GitHub.
            You can use QuadTree like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the QuadTree component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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