@quenty/octree 6.4.0 → 6.4.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +8 -0
- package/package.json +2 -2
- package/src/Shared/Octree.lua +1 -1
package/CHANGELOG.md
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@@ -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
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{
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"name": "@quenty/octree",
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"version": "6.4.
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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": "
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"gitHead": "f782f21b77d9e365369cc9cf26752ff22154eea4"
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}
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package/src/Shared/Octree.lua
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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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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
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