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	<title>Comments for Piko3D</title>
	<atom:link href="http://www.piko3d.com/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://www.piko3d.com</link>
	<description>Straight forward little 3D engine</description>
	<lastBuildDate>Mon, 19 Dec 2011 12:36:27 +0000</lastBuildDate>
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		<title>Comment on libPNG Tutorial: Loading PNG files from streams by Wracky</title>
		<link>http://www.piko3d.com/tutorials/libpng-tutorial-loading-png-files-from-streams/comment-page-3#comment-9061</link>
		<dc:creator>Wracky</dc:creator>
		<pubDate>Mon, 19 Dec 2011 12:36:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=68#comment-9061</guid>
		<description>Hi Benson, and thanks for posting!

The pUInt is actually one of our own typedefs. It guarantees a 32 bit int, same as the PNG one.
I thought I&#039;d removed all our own types for the sake of this tutorial, but I guess this one slipped by, so thanks!

Regards,
Wracky.</description>
		<content:encoded><![CDATA[<p>Hi Benson, and thanks for posting!</p>
<p>The pUInt is actually one of our own typedefs. It guarantees a 32 bit int, same as the PNG one.<br />
I thought I&#8217;d removed all our own types for the sake of this tutorial, but I guess this one slipped by, so thanks!</p>
<p>Regards,<br />
Wracky.</p>
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		<title>Comment on libPNG Tutorial: Loading PNG files from streams by Benson</title>
		<link>http://www.piko3d.com/tutorials/libpng-tutorial-loading-png-files-from-streams/comment-page-3#comment-9012</link>
		<dc:creator>Benson</dc:creator>
		<pubDate>Sun, 18 Dec 2011 01:33:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=68#comment-9012</guid>
		<description>Out of curiosity, should

        pUInt q = (imgHeight- i - 1) * stride;

actually be:

        png_uint_32 q = (imgHeight- i - 1) * stride;

?</description>
		<content:encoded><![CDATA[<p>Out of curiosity, should</p>
<p>        pUInt q = (imgHeight- i &#8211; 1) * stride;</p>
<p>actually be:</p>
<p>        png_uint_32 q = (imgHeight- i &#8211; 1) * stride;</p>
<p>?</p>
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	</item>
	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Wracky</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-7934</link>
		<dc:creator>Wracky</dc:creator>
		<pubDate>Mon, 07 Nov 2011 10:54:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-7934</guid>
		<description>Hi Everyone!

Thanks Ganaboy, glad you like the article!

khayman218: Thanks for posting, and sorry for the late reply.
To answer your question: Octrees are basically structures fit for fast spacial queries. In your case the question is:  What query do I want to do ? if you are implementing an AI and want to find nearby entities, you&#039;d have to specify the range in which you want to look. Finding  &quot;Nearby&quot; Entities would mean defining what you think is &quot;nearby&quot;, defining a volume that describes that nearby space, and query the octree with it to find out what objects fall within it.

Hope that helps!
Regards,
Wracky.</description>
		<content:encoded><![CDATA[<p>Hi Everyone!</p>
<p>Thanks Ganaboy, glad you like the article!</p>
<p>khayman218: Thanks for posting, and sorry for the late reply.<br />
To answer your question: Octrees are basically structures fit for fast spacial queries. In your case the question is:  What query do I want to do ? if you are implementing an AI and want to find nearby entities, you&#8217;d have to specify the range in which you want to look. Finding  &#8220;Nearby&#8221; Entities would mean defining what you think is &#8220;nearby&#8221;, defining a volume that describes that nearby space, and query the octree with it to find out what objects fall within it.</p>
<p>Hope that helps!<br />
Regards,<br />
Wracky.</p>
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		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Ganaboy</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-7929</link>
		<dc:creator>Ganaboy</dc:creator>
		<pubDate>Mon, 07 Nov 2011 06:56:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-7929</guid>
		<description>Thanks you so much for sharing this. I am just beginning to think of scene management  and was feeling overwhelmed with same exact problems you have described here.

Thanks,
Mr Ganaboy</description>
		<content:encoded><![CDATA[<p>Thanks you so much for sharing this. I am just beginning to think of scene management  and was feeling overwhelmed with same exact problems you have described here.</p>
<p>Thanks,<br />
Mr Ganaboy</p>
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		<title>Comment on libPNG Tutorial: Loading PNG files from streams by Chris Arena</title>
		<link>http://www.piko3d.com/tutorials/libpng-tutorial-loading-png-files-from-streams/comment-page-2#comment-7092</link>
		<dc:creator>Chris Arena</dc:creator>
		<pubDate>Sat, 03 Sep 2011 16:26:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=68#comment-7092</guid>
		<description>Thanks for the tutorial!!

BTW, you don&#039;t have to check for non-NULL before doing:

   delete [] rowPtrs;
or 
   delete ptr;

The delete operator accepts NULL gracefully.

Cheers!!</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorial!!</p>
<p>BTW, you don&#8217;t have to check for non-NULL before doing:</p>
<p>   delete [] rowPtrs;<br />
or<br />
   delete ptr;</p>
<p>The delete operator accepts NULL gracefully.</p>
<p>Cheers!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by khayman218</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-6947</link>
		<dc:creator>khayman218</dc:creator>
		<pubDate>Thu, 18 Aug 2011 21:17:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-6947</guid>
		<description>How do you handle the situation where an entity could be very close to the boundary of its partition?  This is not relevant for collisions, but more for AI trying to discover other nearby entities.

Do you do a range check and then include the entities in the nearby partition in your query?</description>
		<content:encoded><![CDATA[<p>How do you handle the situation where an entity could be very close to the boundary of its partition?  This is not relevant for collisions, but more for AI trying to discover other nearby entities.</p>
<p>Do you do a range check and then include the entities in the nearby partition in your query?</p>
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	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Paramike</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-6379</link>
		<dc:creator>Paramike</dc:creator>
		<pubDate>Wed, 29 Jun 2011 11:19:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-6379</guid>
		<description>Hi Adi!

Thanks for your reply!

We currently have not tackled this problem; however, we do have support for custom memory management by overloading the &#039;new&#039; and &#039;delete&#039; operators in a base class that is the parent or great-parent of all classes :) We aim to implement a thread safe (hopefully lock-free) memory pool, but that is of later concern.

Also note that the splitting and merging in the movie is a worst-case scenario: A large number of objects moving through space with no other objects in the same scene graph. Also, the amount of splits and merges can be minimized by adjusting the thresholds for splitting and merging.

Cheers,

Paramike</description>
		<content:encoded><![CDATA[<p>Hi Adi!</p>
<p>Thanks for your reply!</p>
<p>We currently have not tackled this problem; however, we do have support for custom memory management by overloading the &#8216;new&#8217; and &#8216;delete&#8217; operators in a base class that is the parent or great-parent of all classes <img src='http://www.piko3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  We aim to implement a thread safe (hopefully lock-free) memory pool, but that is of later concern.</p>
<p>Also note that the splitting and merging in the movie is a worst-case scenario: A large number of objects moving through space with no other objects in the same scene graph. Also, the amount of splits and merges can be minimized by adjusting the thresholds for splitting and merging.</p>
<p>Cheers,</p>
<p>Paramike</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Paramike</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-6378</link>
		<dc:creator>Paramike</dc:creator>
		<pubDate>Wed, 29 Jun 2011 11:18:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-6378</guid>
		<description>Hi Ian!

Thanks for your reply! We like to hear from you when you succeed ;) If anything is unclear, please tell us, so we can improve this article.

Cheers,

Paramike</description>
		<content:encoded><![CDATA[<p>Hi Ian!</p>
<p>Thanks for your reply! We like to hear from you when you succeed <img src='http://www.piko3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  If anything is unclear, please tell us, so we can improve this article.</p>
<p>Cheers,</p>
<p>Paramike</p>
]]></content:encoded>
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	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Adi Jurca</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-6376</link>
		<dc:creator>Adi Jurca</dc:creator>
		<pubDate>Wed, 29 Jun 2011 10:49:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-6376</guid>
		<description>Hi. really great tutorial 
What I wanted to ask is how did you overcome the fact that &quot;new&quot; and &quot;delete&quot; operations are very expensive. I mean if you use C++ and do as many splits, merges and creations or destructions as you describe, during run-time, doesn&#039;t it affect your frame rate?
do you use some kind of memory manager? do you create your octree in some static way?
I&#039;m working on something similar and your article helped me very much until now.
thanks</description>
		<content:encoded><![CDATA[<p>Hi. really great tutorial<br />
What I wanted to ask is how did you overcome the fact that &#8220;new&#8221; and &#8220;delete&#8221; operations are very expensive. I mean if you use C++ and do as many splits, merges and creations or destructions as you describe, during run-time, doesn&#8217;t it affect your frame rate?<br />
do you use some kind of memory manager? do you create your octree in some static way?<br />
I&#8217;m working on something similar and your article helped me very much until now.<br />
thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Space Partitioning Tutorial: Piko3D&#8217;s Dynamic Octree by Ian</title>
		<link>http://www.piko3d.com/tutorials/space-partitioning-tutorial-piko3ds-dynamic-octree/comment-page-1#comment-6305</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Thu, 23 Jun 2011 02:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.piko3d.com/?page_id=357#comment-6305</guid>
		<description>You, sir, just blew my mind.
 
I&#039;d been doing the &quot;rebuild the whole damn octree if there are too many objects outside it&quot; thing. Planning to implement your growing/shrinking scheme tonight. 

Many thanks :)</description>
		<content:encoded><![CDATA[<p>You, sir, just blew my mind.</p>
<p>I&#8217;d been doing the &#8220;rebuild the whole damn octree if there are too many objects outside it&#8221; thing. Planning to implement your growing/shrinking scheme tonight. </p>
<p>Many thanks <img src='http://www.piko3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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