@quenty/octree 6.4.0 → 6.4.1

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package/CHANGELOG.md CHANGED
@@ -3,6 +3,14 @@
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  All notable changes to this project will be documented in this file.
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  See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.
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+ ## [6.4.1](https://github.com/Quenty/NevermoreEngine/compare/@quenty/octree@6.4.0...@quenty/octree@6.4.1) (2023-06-27)
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+ **Note:** Version bump only for package @quenty/octree
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  # [6.4.0](https://github.com/Quenty/NevermoreEngine/compare/@quenty/octree@6.3.1...@quenty/octree@6.4.0) (2023-05-26)
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package/package.json CHANGED
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  {
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  "name": "@quenty/octree",
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- "version": "6.4.0",
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+ "version": "6.4.1",
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  "description": "Octree implementation for Roblox - fast spatial queries",
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  "keywords": [
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  "Roblox",
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  "publishConfig": {
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  "access": "public"
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  },
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- "gitHead": "11058e90e51ea83d3dad6ae9abe59cc19c36b94b"
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+ "gitHead": "f782f21b77d9e365369cc9cf26752ff22154eea4"
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  }
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  That said, it is totally fine to track the objects that DO move around using octree, as long as you
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  apply proper optimizations. The main performance cost of doing this comes down to tracking and
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- upating the position of the objects, which is fine if:
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+ updating the position of the objects, which is fine if:
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  1) You have a way to detect the movement without having to loop through all the moving
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  objects to update the position
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  2) You can tolerate some inaccuracy with positions and smear this update