Quad Tree Implementation for Polygonal Fury

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Uploaded by on May 3, 2009

This shows off a quad tree that I implemented for my game Polygonal Fury. A quad tree is a recursive data structure that's useful for culling collision detection lists. In this case, the debug visuals are only present on the small shots that are fired by the square. A polygon with a red circle is being picked out as a potential collision, the red line shows which square's shot it's being tested against per frame. The slowdown is due purely to terrible graphics code for the debug visuals -- normally there is no slow down at all. On my pc, I was able to have ~80 polygons interacting on the screen with no detectable slowdown when checking everything against everything else. Now there's no slowdown until it starts to reach the 250 polygon range.
For in depth reading about collision detection, I'd suggest the excellent 'Real Time Collision Detection' by Christer Ericson: http://www.amazon.com/exec/obidos/tg/detail/-/1558607323?tag=realtimecolli-20

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  • watch my movie about this game. i used CE.

  • Now that I've won all the gold medals, I'm trying to get perfect scores. I've done it for all the levels except for Insane 2

  • reset upgrade points and put all to square and triangle upgrades

  • How do i complete insane 2? :(:(:(

  • this game is freakin good!! you rock!

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