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<H1>Re: [MUD-Dev]  Quad-trees/Oct-trees</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Quad-trees/Oct-trees</LI>
<LI><em>From</em>: Michael Hohensee &lt;<A HREF="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</A>&gt;</LI>
<LI><em>Date</em>: Fri, 08 Aug 1997 10:38:11 -0400</LI>
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<PRE>
Dan Armstrong wrote:

&gt; For storing objects I use a tree that is twenty levels high, based
&gt; on the following pattern.  Each level in the tree, except for the
&gt; last, holds four smaller pieces of the tree.  If any of those four
&gt; are null, then there aren't any objects in the area covered by
&gt; that piece.  The last level in the tree is either null if nothing
&gt; is there, or points to the head object of a linked list of every
&gt; item that is at that location.

Sounds like a quad tree, based on what little understanding I have of
these "formal" definitions. :)

You could probably modify this to work in three dimensions, by turning
it into an oct-tree (each level holds eight smaller pieces of the tree).

There's just one problem.  What do you do if some enterprising (read:
mischevious) player drops one object in each four (or eight) room
cluster?  That'd cause your tree to create over 2^38 entries in the tree
to deal with them.  Of course, there probably aren't that many objects
around, but even on a smaller scale, this looks like it could become
expensive. 

-- 
Michael Hohensee       michael#sparta,mainstream.net
<A  HREF="http://www.geocities.com/SiliconValley/Heights/9025/">http://www.geocities.com/SiliconValley/Heights/9025/</A>
      Finger me for my PGP Public Key, or use: 
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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="00426" HREF="msg00426.html">Introduction</A></STRONG>
<UL><LI><EM>From:</EM> "Dan Armstrong" &lt;orion#pixi,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00428" HREF="msg00428.html">Mud Languages (Introesque)</A></strong>, 
##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Fri 08 Aug 1997, 12:43 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00432" HREF="msg00432.html">Re: Mud Languages (Introesque)</A></strong>, 
##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Fri 08 Aug 1997, 18:55 GMT
<UL>
<LI><strong><A NAME="00440" HREF="msg00440.html">Re: [MUD-Dev]  Re: Mud Languages (Introesque)</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 09 Aug 1997, 01:35 GMT
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<LI><strong><A NAME="00426" HREF="msg00426.html">Introduction</A></strong>, 
Dan Armstrong <a href="mailto:orion#pixi,com">orion#pixi,com</a>, Fri 08 Aug 1997, 02:43 GMT
<UL>
<LI><strong><A NAME="00429" HREF="msg00429.html">Re: [MUD-Dev]  Quad-trees/Oct-trees</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Fri 08 Aug 1997, 14:41 GMT
</LI>
<LI><strong><A NAME="00527" HREF="msg00527.html">Re: [MUD-Dev]  Introduction</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 00:00 GMT
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</UL>
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<LI><strong><A NAME="00424" HREF="msg00424.html">Re: [MUD-Dev]	Mud Languages</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 07 Aug 1997, 17:19 GMT
<UL>
<LI><strong><A NAME="00427" HREF="msg00427.html">Re: [MUD-Dev] Mud Languages</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 08 Aug 1997, 04:24 GMT
</LI>
<LI><strong><A NAME="00433" HREF="msg00433.html">Re: [MUD-Dev] Mud Languages</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Fri 08 Aug 1997, 19:18 GMT
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