More efficient in range checking

Posted by Mob on Game Development See other posts from Game Development or by Mob
Published on 2012-04-07T20:38:47Z Indexed on 2012/04/07 23:46 UTC
Read the original article Hit count: 208

Filed under:
|
|

I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx.

I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient.

I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem.

I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth.

I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

© Game Development or respective owner

Related posts about java

Related posts about collision-detection