Linear search vs Octree (Frustum cull)
- by Dave
I am wondering whether I should look into implementing an octree of some kind.
I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space.
Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.