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Post by shadow008 on Aug 28, 2012 20:11:18 GMT -5
So I was considering making an OctTree class for general space partitioning of whatever I feel like using it for. But I got to thinking that any dynamic OctTree would be impossible without dynamic memory. The only ways I could think of making one would be: -Static resolution, dynamic number of objects. OR -Dynamic resolution, static number of objects per "box". The first one being I make a box, subdivide it a certain number of times (let's say twice, giving us 64 children boxes) and allocate the memory per child... Well, B4GL doesn't have dynamic memory (yet ), so that option is out of the question. The second one was the one I'd rather go with. So we have a box with 8 children, and each child has it's own same class of children. To look something maybe like this: type OCT_TREE_CHILD Children(7) as OCT_TREE_CHILD @@Other Stuff@@ end type
type OCT_TREE_CLASS Children(7) as OCT_TREE_CHILD end type ..Which can't work because you cant define an object in a type class as that same class... So if I'm not mistaken, there is no way to make DYNAMIC OctTrees without dynamic memory. Thought's on this?
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Post by matthew on Aug 29, 2012 11:31:26 GMT -5
Hmm, over the years I've read many posts on the forum which have given me the impression that anything could be made possible in Basic4GL. I know that Tom regularly visits the forum so maybe he'll be able to find a solution.
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