fenomas Posted March 30, 2015 Share Posted March 30, 2015 Hi, Considering a minecraft-style world, where "chunks" of static scenery are created and destroyed as the user moves around: Is it possible to manually manage the scene's octrees in order to keep picking fast? Notionally, I want to tell BJS: "Okay, I'm adding 50 meshes but they are all inside the following bounding box, so add a top-level octree and assume they're all in it." And then later: "Ok, everything in the octree I added before is now gone." Obviously I need to avoid processing the whole scene when doing this. Is this possible, or more broadly, is it the correct approach? Quote Link to comment Share on other sites More sharing options...
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