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Latest spatialhash Activity
![DevBlog 7 - Stress Testing Projectile Performance In My Spatial Hash Based World Partitioning System](https://uploads.gamedev.net/blogs/monthly_2021_11/large.7fdaf6e8b4a64586ae0df3861ab34544.sa_vid7_thumbnail.jpg)
DevBlog 7 - Stress Testing Projectile Performance In My Spatial Hash Based World Partitioning System
I've set up firing an a lot of projectiles to push performance to its limits.
To assist with this I created various debug tools, such as a projectile tweaker.
Projectiles are configured via a json file and can be serialized to the disk, and referenced by other configs (such as a fighter ship config).
![DevBlog 2 - Ray Casting Through a Spatial Hash Grid](https://uploads.gamedev.net/blogs/monthly_2021_10/large.28fafda096364943b97d63d939a7ec72.sa_vid2_thumbnail.jpg)
My spatial hash grid has the ability to look up collision shapes within a given spatial hash cell.
But I did not really have the ability to easily query a line of individual cells.
If I wanted to trace a line through the spatial hash, I would need a shape encompassed the entire line.
This was e…
![DevBlog 1 - Spatial Hashing and Separating Axis Theorem](https://uploads.gamedev.net/blogs/monthly_2021_10/large.2e64900c7b4f4a0dba5b3c7a1b3e5cca.sa_vid1_spatialhash_maxresdefault.jpg)
To get better at c++, problem solving, vector math, programming, and rendering -- I embarked on a project to build a game from scratch in c++ and modern OpenGL.
The crux of this engine revolves around the collision system I wrote. Rather than use a library like bullet or PhysX I wanted to learn a b…