4
\$\begingroup\$

I decided to use an Octree subdivision in my game. After implementing it, I do some research (a few tests and comparisons) and came up with several questions about.

The main question:
How to test my Octree implementation?
Are there some points that I must note while coding an octree? Is it possible to decide how my code works (good or not enough good) without actual game? Or it would be better if I test the Octree in real situation? Is it right to compare my C++ Octree with Octree implementation for other engines (as example I found C# one for Unity)?

\$\endgroup\$
7
  • \$\begingroup\$ I've removed your two sub-questions since they're unrelated and worth going into in depth on their own. Please ask them separately. \$\endgroup\$ Commented Feb 17, 2017 at 15:13
  • \$\begingroup\$ Take an octree implementation you know works and check if the 2 returns the same thing \$\endgroup\$ Commented Feb 17, 2017 at 15:21
  • \$\begingroup\$ @Bálint How to test working speed then? Unity itself can dramaticly reduce working speed of C# octree, for example \$\endgroup\$ Commented Feb 17, 2017 at 15:45
  • \$\begingroup\$ @Green working speed is relative, try measuring the computational time, and only start fixing it, if it's too much \$\endgroup\$ Commented Feb 17, 2017 at 17:06
  • \$\begingroup\$ @Bálint the computational time highly depends on some implementation specific features (c++ templates is good illustration). And the computational time of what? Whole application or just the part with octree? Is there some others things that I must note? \$\endgroup\$ Commented Feb 17, 2017 at 17:31

0

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.