Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Lemont Washington" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Spatial Subdivision Techniques Date: Wed, 19 May 1999 12:05:04 -0400 Organization: Defiantsoft Lines: 15 Message-ID: <7humum$2hb2@scea> Reply-To: "Lemont Washington" NNTP-Posting-Host: oak1.dfsc.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Has anyone here implemented any spacial subdivision techniques on psx? Im thinking of implementing octrees but I think the memory constraints on the PSX would make that impractical. The reason why I'm asking this is I want to optimize my visual surface determination algorithm. If my game world was hiearchially subdivided into cubic volumes that contain surfaces (geometry) You could test to see which cubes were in in the line of site with the vector viewing position - viewing reference point. Any cubes that have line of site with this vector are visible and the contents of the cube should be drawn. Anyone have any experience with this or is attempting to do something this complex?