#quadtree
it spheres! quadtree goes brrrrrr
January 21, 2025 at 3:35 AM
Deep work in headphones mode.
No I don't need the quadtree. But it looks cool.
#variablenature
June 9, 2025 at 1:06 PM
determined to keep scaling the bluesky map by dynamically loading sampled quadtree tiles....
March 28, 2025 at 2:21 PM
Oh, a quadtree!
August 18, 2026 at 5:13 PM
Quadtree for collision (and later sprite rendering) optimization. #pico8 #indiedev #gamedev
February 6, 2025 at 2:21 AM
The Jacobi Solver is finally functional with diffusion transfer across quadtree nodes!🌟
The quadtree structure is visible through the diffusion, as it's dependent on the resolution.
Will try to limit this by tweaking some parameters
#gamedev #techart #computeshaders #unity3d
December 6, 2024 at 9:56 AM
Bevy destructible terrain! Quadtree visualization.
#gamedev #indiedev #madewithbevy
November 9, 2024 at 7:43 PM
quadtree on bootloader:
bootloader.art/generator/83
September 13, 2025 at 2:02 PM
made an insane custom quadtree-of-ring-buffers cache for this
July 13, 2025 at 7:22 PM
A joint paper by UTokyo and Game Freak (img 1), published in 2025-08, is possibly the technical underpinnings beneath the “nice water” in Pokémon Winds/Waves.

To improve rendering speed and reduce memory footprint, it uses a grid of quadtree tall cell to simulate deep water (img 2; columns 3-4).
1/
March 1, 2026 at 2:28 AM
Implemented a proper texture atlas based on quadtree subdivisions. It introduced leaking due to bilinear sampling (especially noticeable on grass), so I had to add some code to clamp texture coordinates based on actual atlas part used & on mipmap level.

#screenshotsaturday
January 11, 2025 at 1:06 AM
Working on a fluid simulation with a Jacobi Solver using a quadtree for adaptive resolution. Still WIP need to transfer some diffusion information across edges. #GameDev #TechArt #ComputeShaders #unity3d
October 9, 2024 at 9:10 AM
Bevy destructible terrain! Quadtree visualization. This time with feeling (movement).
#gamedev #indiedev #madewithbevy
November 14, 2024 at 12:44 AM
Roughly speaking, areas with complex waves are divided into smaller cells, while calm water is represented by larger cells (img 1). A “variational [water] pressure solver” is devised to calculate fluid motion with the variable cells (imgs 2-3).
graphics.c.u-tokyo.ac.jp/archives/sg2...
2/
March 1, 2026 at 2:28 AM
As a boid person, it’s about time I discover the quadtree.
#genuary #genuary18 #genuary2025 #creativecoding #generativeart
January 23, 2025 at 9:19 AM
Revisited perspective-relative terrain gen in Unreal Engine, this time using a moveable quadtree to manage tiles. To test it out, I set up an auto-running character and let them run at the default third person template movement speed, and sent them on a 100KM jog! www.youtube.com/watch?v=W7pO...
Quadtree Endless Terrain - Timelapse
YouTube video by hippowombat (Christian Sparks)
www.youtube.com
August 9, 2025 at 8:04 PM
Oh un quadtree!
August 18, 2026 at 5:13 PM
Unexpected path. Draw a route that changes direction based on one very simple rule.
Quadtree subdivision + left/right turning agents. Catching up with #genuary.

#genuary2026 #genuary18 #generativeart
January 19, 2026 at 7:38 PM
me: you sure I don't want a quadtree for this?
Claude: yes, you want an R-Tree
me: well, you're the world's most advanced LLM, ok
Claude: here's the several hundred lines of code
... hours later ...
me: this sucks, average depth is 22,000!
Claude: yeah, you really should be using a quadtree
me: 😑
November 17, 2024 at 3:00 AM
Quadtree addresses in 60s, part of the (slowly) growing series at m.youtube.com/@gisacp #gischat
December 10, 2024 at 8:30 PM
Quadtree filter explorations
August 5, 2023 at 4:47 PM
Via barbe_generative_diary: “空間分割QuadTreeについての記事です。
I wrote an article about spatial partitioning with QuadTree. The English translation will be uploaded later.” barbegenerativediary.com/tutorials/qu...
Quadtreeによる空間分割を使った探査スピードアップの方法 for Processing
前回、最も簡単なグリッド法による空間分割として、空間分割アルゴリズムを使ったスピードアップの方法 for Processing をまとめました。今回は、それよりもさらに効率的に分割する QuadTre...
barbegenerativediary.com
April 21, 2025 at 12:08 PM
Greedy_Evening shared a GPU-driven quadtree terrain mesh with dynamic LOD, culling, and stitching handled directly on the GPU 🌍

See more: www.reddit.com/r/Unity3D/co...

#unity3d #gamedev #indiedev
January 28, 2026 at 8:55 PM
the post goes over the difficulties of trying to index by both space and time simultaneously, and the design of my little quadtree-of-ring-buffers solution for indexing posts in-memory with Zig.

check it out! joelgustafson.com/posts/2025-0...
Spatio-temporal indexing the BlueSky firehose
Joel Gustafson
joelgustafson.com
August 7, 2025 at 7:25 PM
i've done with my zx-spectrum like demoscene named quadtree demo deluxe for #tic80 since June 1 pumcon-entertainment.itch.io/quadtree-dx
June 11, 2024 at 5:43 AM