I don't find it that odd. There are a few good uses. To name a few, I imagined using skeletal animation in order to make level animations, menu transitions, or even large bosses.
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A quadtree is basically one large area, or "rectangle", with smaller ones. So if you wanted to have a quadtree for an area of the map, all you really need to represent one is a large rectangle. I made mine heavily based on this. http://xboxforums.create.msdn.com/forums...spx#162992
Phaze, for the game you're making with Ridge, I don't think you'll even need a quadtree or much collision or rendering optimizations. Don't think about optimization until you really need it.
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A quadtree is basically one large area, or "rectangle", with smaller ones. So if you wanted to have a quadtree for an area of the map, all you really need to represent one is a large rectangle. I made mine heavily based on this. http://xboxforums.create.msdn.com/forums...spx#162992
Phaze, for the game you're making with Ridge, I don't think you'll even need a quadtree or much collision or rendering optimizations. Don't think about optimization until you really need it.