Game Mapping Techniques: Utilizing Spatial Data Structures

In order to efficiently store and retrieve intersecting rectangles, I am currently working on implementing a spatial data structure in JavaScript. My initial approach involves using a Quad Tree to narrow down the search space. However, for dynamic objects that move, the constant need to update their positions in the tree is proving to be a setback.

Are there alternative data structures or methods available that could offer a solution? The program will need to handle processing around 10,000 objects, making brute force approaches inadequate.

Answer №1

An efficient method for testing intersections is using a hash table. This technique is commonly employed in advanced algorithms to detect collisions within the ODE system.

The process involves dividing the space into a grid, where each cell contains a list of objects that intersect with it. Initialization of this grid is done by scanning through all objects using python-like pseudocode since I'm not familiar with javascript.

for each ob in objects:
  for each x in [floor(ob.x_min / grid_size) .. floor(ob.x_max / grid_size)]:
    for each y in [floor(ob.y_min / grid_size) .. floor(ob.y_max / grid_size)]:
      hashtable[hash(x, y)].append(ob)

To identify collisions involving a specific object, near-collisions are looked up in the hash table and an exact collision test is then performed on each one.

near_collisions = []
for each x in [floor(ob.x_min / grid_size) .. floor(ob.x_max / grid_size)]:
  for each y in [ceil(ob.y_min / grid_size) .. ceil(ob.y_max / grid_size)]:
    near_collisions = near_collisions ++ hashtable[hash(x, y)]

remove duplicates from near_collisions

for each ob2 in near_collisions:
  if exact_collision_test(ob, ob2):
    do_something

Answer №2

Utilizing a quadtree is still feasible even with dynamic objects – simply delete and insert an object when it changes position or crosses a region boundary.

However, if your focus is on storing rectangles efficiently, consider employing an R-tree for better performance.

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