Game Development - Development on Spatial Partition and how it affects the Game
- agpm14
- Oct 7, 2016
- 1 min read

The first thing that came in mind when Spatial Partition was mentioned was that it was some crazy, huge algorithm beyond our imagination.
It turned out it was just another way to manage data, particularly in a huge 3D space. We don't notice this in most commercial games since it is a concept that gamers may not need to know. This is the thing that explains how massive 3D games are able to maintain the high 60 FPS even with hundreds of bullets flying about in the space.
I was required to integrate my previous knowledge of First Person Shooter into this Third Person Shooter game. The principles are more or less the same, albeit the additional calculations to ensure the avatar in front of the screen remains at where it should.
The collision detection is something that needs a little more effort. Since the bullet comes from the avatar, there is a need to account for the avatar's position and direction to let the bullet fly where it should fly to.
Put Spatial Partition into play, and this creates probably the most complicated set of data management program. Now I know just how much effort it needs to develop one.
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