lodtree
A simple rust library to help create octrees and quadtrees for chunked level of detail (by Dimev)
UnityOctree
A dynamic, loose octree implementation for Unity written in C# (by Nition)
lodtree | UnityOctree | |
---|---|---|
2 | 3 | |
16 | 653 | |
- | - | |
0.0 | 1.9 | |
12 months ago | almost 3 years ago | |
Rust | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
lodtree
Posts with mentions or reviews of lodtree.
We have used some of these posts to build our list of alternatives
and similar projects.
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Making a borrowing mutable iterator
The entire code for this can be found here: https://github.com/Dimev/lodtree tree is under src/tree.rs, iterators under src/iter.rs
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lodtree - a simple crate to help with chunked level of detail
I've made lodtree which is a simple crate tp help with using quadtree, octrees and similar for chunked level of detail. This can come in handy if you are building terrain for a game.
UnityOctree
Posts with mentions or reviews of UnityOctree.
We have used some of these posts to build our list of alternatives
and similar projects.
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I'm trying to analyze the NavMesh to find cover positions between two points. It also detects high or low cover!
Store the points which are next to a collider in a point octree, I use this open source package for that.
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This is the one script that I'm actually proud of writing after 1 year of Gamedev, and it's literally just modified Brackeys code. It's a random planet vegetation spawner btw.
I have been creating a similar system for my own game and had to modify an open source octree implementation, which can be found here: https://github.com/Nition/UnityOctree. However, this seems a bit too overkill for me and I can't help but feel that there must be a better, simpler way. Thanks.
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How do I find the nearest item in an array?
But if it needs to be dynamically recalculated during gameplay then you should use something like https://github.com/Nition/UnityOctree
What are some alternatives?
When comparing lodtree and UnityOctree you can also consider the following projects:
godot-lod - Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)
UnityNativeScripting - Unity Scripting in C++
quadtree-js - A lightweight quadtree implementation for javascript
KDTree - Fast KDTree for Unity, with thread-safe querying.
GodotMono-InfiniteTerrain
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
drl_grasping - Deep Reinforcement Learning for Robotic Grasping from Octrees
ini-parser - Read/Write an INI file the easy way!