Is their a general rule on what values to specify for the maximum depth and capacity of leaves when constructing an Octree?
Right now I am specifying these values experimentally, which seems a bit haphazard.
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Generally want a decent tradeoff between depth of tree and how much granularity you want. For example, if you are doing this for culling purposes for rendering, if your tree isn’t too deep, you’ll be trying to render quite a bit of geometry that is outside your view frustum, but you also don’t want it too deep since it will require more processing and will take up much more memory. So, it totally depends on your environment in both senses of the word – the nature of the in-game environment that the player runs around in as well as the “environment” that your games runs on (RAM, CPU speed, etc.).