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Erin Catto (Principal Software Engineer, Blizzard Entertainment)
Location: Room 2006, West Hall
Date: Tuesday, March 19
Time: 1:20pm - 1:50pm
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Topic: Programming
Format: Tutorial
Tutorials: Math for Game Developers
Vault Recording: Video
Bounding volume hierarchies are used to accelerate ray casts, overlap queries, and closest point queries for large game worlds. Dynamic hierarchies allow objects to be created, destroyed, and moved while maintaining fast queries. Careful construction techniques can be used to avoid performance pitfalls that are common in procedurally generated game worlds.
This session demonstrates how to build a dynamic bounding volume hierarchy while optimizing for query speed.
Anyone interested in ray casting and large game worlds. Knowledge of basic data structures such as binary trees is assumed.