Hi,
I need a pointer on the whole quadtree thing… Imagine there is a 2d space shooter game consisting of a lot of asteroids, ships, baseships and so on. The whole “world” is at least, say 100 x 100 Screens big, the user can fly around as he likes. My first thought was to divide the space with a quadtree to optimize the amount of draw calls. In every node would be a couple of game objects. Due to the nature of space shooter the objects move. If one object leaves a node I just have to delete it from the old and move it to a new one and so on. Thats not the problem. But what happens if I got a big baseship or something similiar that moves from one node to another ( see attachment)
There is a point in time, when I have to move the object from one node to another. At first glance I would say that is when the center of the object is now in the new node. But if I move the ship in that moment, it is clipped from screen but it should be seen a bit longer.
So my question is: How do you handle this, and is a quadtree the right tool for moving objects?