The octree in Avoyd defines the grid of voxels in which we store the world data. An octree is a compressed 3D array. In this video, we're scanning the world with a debug tool to reveal the octree. You can see a lot of little shiny cubes where the environment is very detailed, and much larger ones where there's an empty space. This is the compression: any space that's homogeneous (empty or full of identical voxels) can be represented by a single cube.
In other words to visualise the octree, imagine it represents an empty world as a single huge box. When something is added, we subdivide the box into 8 smaller boxes (hence oct-tree), then repeat this for each box until we have small enough boxes to represent our data. The smallest subdivision is one voxel.
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#GameDevelopment #Voxel #Octree
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