Today I finished my octree implementation. Two days of work, but I think it’s worth it. Using a proper data structure will allow me, and maybe future players to build very large ships, without encountering performance degradation. At least not with cube selection anymore! I have a video of me finally building something!
So what I did implement today?
- Octree ray intersection testing using the “slab test” for each cube.
- Ability to add cubes while playing the game!
- Crosshairs to help select cubes.