Lecture 12: Spatial Partition - Level Editor

๐Ÿ—บ๏ธ Spatial Partition

Implementing a Level Editor

Game Programming - CSCI 3213

Spring 2026 - Lecture 12

Oklahoma City University

๐Ÿ“š Learning Objectives

  • Understand spatial partitioning optimization techniques
  • Learn when to use spatial partition vs traditional patterns
  • Implement a level editor using Stack data structure
  • Create dynamic track segment loading/unloading system
  • Build ScriptableObject-based level configuration
  • Optimize memory usage for infinite racing tracks

Developer's Note: "Never Panic Early"

โš ๏ธ What to Expect During Implementation

As we implement this system, we'll be creating multiple files in a specific order. You will see errors in Unity and your IDE until all files are complete.

How to Handle Development Errors

  • Don't Ignore: Note the errors - they're telling you something
  • Don't Panic: These are expected until all files are created
  • Stay Calm: Follow the implementation order and errors will resolve

As Apollo 13's Fred Haise said: "Never Panic Early"

This is a critical skill for software development. Note problems, but stay focused on the implementation path.

๐Ÿงฉ Spatial Partitioning Overview

Definition

Spatial partitioning is an optimization technique that divides game space into manageable regions to improve performance.

Key Benefits:

  • Reduced Calculations: Only process visible/nearby objects
  • Memory Efficiency: Load/unload regions dynamically
  • Faster Queries: Quickly find objects in specific areas
  • Scalability: Handle massive worlds efficiently
Note: This is an optimization technique, not a Gang of Four design pattern!

๐Ÿ” Partitioning Techniques

1. Grid Partitioning (Uniform Grid)

  • Divide space into equal-sized cells
  • Simple to implement, fast lookups
  • Best for evenly distributed objects

2. Binary Space Partitioning (BSP)

  • Recursively divide space with planes
  • Used in 3D rendering (Doom, Quake)
  • Excellent for static geometry

3. Quadtree (2D) / Octree (3D)

  • Hierarchical tree structure
  • Adapts to object density
  • Good for dynamic worlds

4. Segment-Based (Our Approach)

  • Load/unload linear segments
  • Perfect for racing games
  • Uses Stack data structure

๐Ÿ Level Editor Design Goals

Challenge: Building Infinite Tracks

Racing games need long, varied tracks without consuming massive memory.

Our Solution:

  • Segment-Based Track: Divide track into reusable pieces
  • Dynamic Loading: Load segments ahead of player
  • Automatic Cleanup: Destroy segments behind player
  • Designer-Friendly: Configure tracks via ScriptableObjects
  • Memory Efficient: Only 3-5 segments in memory at once
Key Insight: Player bike stays stationary; track moves toward player!

๐Ÿ“š Stack Fundamentals (LIFO)

Last In, First Out (LIFO)

A stack is a collection where the last item added is the first one removed.

Core Operations:

  • Push(item) - Add item to top of stack
  • Pop() - Remove and return top item
  • Peek() - View top item without removing
  • Count - Number of items in stack

C# Example:

Stack<GameObject> segments = new Stack<GameObject>();

segments.Push(segment1);  // Add to stack
segments.Push(segment2);  // Add another

GameObject top = segments.Pop();  // Returns segment2
// segment1 is still in stack
Why Stack? Segments loaded in reverse order = natural LIFO behavior

๐Ÿ—๏ธ System Architecture

Three Core Components:

  1. Track ScriptableObject
    • Stores segment prefabs
    • Defines segment length
    • Designer-friendly configuration
  2. TrackController
    • Manages segment loading/positioning
    • Uses Stack to store segment queue
    • Responds to player progress
  3. SegmentMarker
    • Triggers when player passes segment
    • Signals cleanup to destroy old segments
    • Requests new segment loading

๐Ÿ“ฆ Track ScriptableObject

๐Ÿ“ File Structure Note - PRODUCTION CODE

Create a new file: Assets/Scripts/Configs/Track.cs
ScriptableObject that defines track configuration and segments.
โš ๏ธ This code goes into your Unity project for Blade Racer.

Designer-Friendly Level Configuration

using UnityEngine;
using System.Collections.Generic;

[CreateAssetMenu(fileName = "New Track", menuName = "Track")]
public class Track : ScriptableObject
{
    public string trackName;
    public float segmentLength = 40f;
    public List<GameObject> segments;
}

How It Works:

  • trackName - Identifies the track (e.g., "Desert Circuit")
  • segmentLength - Distance between segments (40 units)
  • segments - List of prefabs to randomly select from
Workflow: Designers create Track assets, add prefabs, no code needed!

๐ŸŽจ Designer Workflow

Steps to Create a Track:

  1. Right-click in Project: Create โ†’ Track
  2. Name the asset: "DesertTrack", "CityTrack", etc.
  3. Set segment length: Usually 40-60 units
  4. Add segment prefabs: Drag prefabs into list
    • Straight segments
    • Curved segments
    • Obstacles
    • Special features
  5. Assign to TrackController: Drag Track asset to controller
Variety: More prefabs = more track variation!

๐ŸŽฎ TrackController Class (Setup)

๐Ÿ“ File Structure Note - PRODUCTION CODE

Create a new file: Assets/Scripts/Controllers/TrackController.cs
MonoBehaviour that manages segment loading and unloading.
โš ๏ธ This code goes into your Unity project for Blade Racer.

using UnityEngine;
using System.Collections.Generic;

public class TrackController : MonoBehaviour
{
    public Track track;
    public BikeController bikeController;

    private Stack<GameObject> _segStack;
    private Transform _segParent;
    private float _zPos;
    private int _segCount;

    void Start()
    {
        _segParent = GameObject.Find("Track").transform;
        _segStack = new Stack<GameObject>();

        // Initialize stack with segments in REVERSE order
        for (int i = track.segments.Count - 1; i >= 0; i--)
        {
            _segStack.Push(track.segments[i]);
        }

        LoadSegment(3);  // Load first 3 segments
    }
}

๐Ÿ”„ Stack Loading Strategy

The Reverse Order Problem

Challenge: We want segments to appear in list order, but Stack is LIFO (Last In, First Out).

Solution: Load in Reverse!

// If list is: [Segment1, Segment2, Segment3]
// Push in reverse:
_segStack.Push(Segment3);  // Bottom of stack
_segStack.Push(Segment2);  // Middle
_segStack.Push(Segment1);  // Top

// Now Pop() returns Segment1 first! โœ…
Key Insight: Reversing during initialization gives us correct order during gameplay

๐Ÿ“ฅ LoadSegment Method

private void LoadSegment(int amount)
{
    for (int i = 0; i < amount; i++)
    {
        if (_segStack.Count > 0)
        {
            // Get next segment from stack
            GameObject segment = Instantiate(
                _segStack.Pop(),
                Vector3.zero,
                Quaternion.identity
            );

            // Set as child of Track parent
            segment.transform.SetParent(_segParent);

            // Position segment ahead of player
            segment.transform.localPosition =
                new Vector3(0, 0, _zPos);

            // Move position for next segment
            _zPos += track.segmentLength;
            _segCount++;
        }
    }
}

๐Ÿ“ Positioning Segments

Track Layout Example

// Assume segmentLength = 40

LoadSegment(1):  Position at Z = 0
LoadSegment(1):  Position at Z = 40
LoadSegment(1):  Position at Z = 80

// _zPos increments by 40 each time
// Creates continuous track ahead of player

Visual Representation:

Player (stationary at Z=0)
    โ†“
[Segment 0]โ”€โ”€โ”€โ”€โ”€[Segment 1]โ”€โ”€โ”€โ”€โ”€[Segment 2]
Z=0            Z=40           Z=80

Track moves BACKWARD toward player
Remember: Player doesn't move; track comes to player!

โ™ป๏ธ Refilling the Stack

Repopulate When Empty

private void LoadSegment(int amount)
{
    for (int i = 0; i < amount; i++)
    {
        // Check if stack is empty
        if (_segStack.Count == 0)
        {
            RepopulateStack();
        }

        // Rest of loading code...
    }
}

private void RepopulateStack()
{
    // Refill stack in reverse order again
    for (int i = track.segments.Count - 1; i >= 0; i--)
    {
        _segStack.Push(track.segments[i]);
    }
}
Result: Infinite track by cycling through segments!

๐Ÿšด Moving the Track

Track Moves Toward Player

void Update()
{
    // Move entire track backward at bike's current speed
    _segParent.Translate(
        Vector3.back *
        bikeController.CurrentSpeed *
        Time.deltaTime,
        Space.World
    );
}

How It Works:

  • Vector3.back = negative Z direction (toward player)
  • CurrentSpeed = player's velocity
  • Time.deltaTime = frame-independent movement
  • All segments move together (parented to Track object)
Illusion: Player feels like they're racing forward!

๐Ÿšฉ SegmentMarker Class

๐Ÿ“ File Structure Note - PRODUCTION CODE

Create a new file: Assets/Scripts/Markers/SegmentMarker.cs
Component that triggers segment loading/cleanup on collision.
โš ๏ธ This code goes into your Unity project for Blade Racer.

Automatic Segment Cleanup

using UnityEngine;

public class SegmentMarker : MonoBehaviour
{
    public TrackController trackController;

    private void OnTriggerExit(Collider other)
    {
        // Did the bike pass through this marker?
        if (other.GetComponent<BikeController>())
        {
            // Load 1 new segment ahead
            trackController.LoadSegment(1);

            // Destroy this entire segment
            Destroy(transform.parent.gameObject);
        }
    }
}

How to Set Up:

  • Add Box Collider to marker GameObject
  • Set as Trigger (check "Is Trigger")
  • Place at END of each segment prefab
  • Assign TrackController reference

๐Ÿงฑ Segment Prefab Anatomy

Hierarchy:

SegmentPrefab (Parent)
โ”œโ”€โ”€ Road Mesh
โ”œโ”€โ”€ Obstacles (trees, barriers, etc.)
โ”œโ”€โ”€ Decorations (lights, signs, etc.)
โ””โ”€โ”€ SegmentMarker (child)
    โ”œโ”€โ”€ Box Collider (Is Trigger = true)
    โ””โ”€โ”€ SegmentMarker.cs script

Marker Positioning:

  • Place at Z = segment length (e.g., Z = 40)
  • Collider should span full width of track
  • Height tall enough to hit bike
Important: Marker must be CHILD of segment so both destroy together

๐Ÿ’พ Memory Efficiency

How Many Segments in Memory?

Typical Setup:

  • Load 3 segments at start
  • Player passes segment โ†’ destroy 1, load 1
  • Always maintain 3 active segments

Memory Comparison:

Without Spatial Partitioning:
- 100 segments ร— 10,000 polygons = 1,000,000 polys
- High memory usage, low FPS

With Spatial Partitioning:
- 3 segments ร— 10,000 polygons = 30,000 polys
- 97% memory reduction! ๐ŸŽ‰
Scalability: Can create "infinite" tracks with minimal memory

๐Ÿ“‹ Full TrackController Implementation

using UnityEngine;
using System.Collections.Generic;

public class TrackController : MonoBehaviour
{
    public Track track;
    public BikeController bikeController;

    private Stack<GameObject> _segStack;
    private Transform _segParent;
    private float _zPos;
    private int _segCount;

    void Start()
    {
        _segParent = GameObject.Find("Track").transform;
        _segStack = new Stack<GameObject>();

        for (int i = track.segments.Count - 1; i >= 0; i--)
            _segStack.Push(track.segments[i]);

        LoadSegment(3);
    }

    void Update()
    {
        _segParent.Translate(
            Vector3.back * bikeController.CurrentSpeed * Time.deltaTime,
            Space.World
        );
    }

๐Ÿ“‹ TrackController Methods

    public void LoadSegment(int amount)
    {
        for (int i = 0; i < amount; i++)
        {
            if (_segStack.Count == 0)
                RepopulateStack();

            GameObject segment = Instantiate(
                _segStack.Pop(),
                Vector3.zero,
                Quaternion.identity
            );

            segment.transform.SetParent(_segParent);
            segment.transform.localPosition = new Vector3(0, 0, _zPos);
            _zPos += track.segmentLength;
            _segCount++;
        }
    }

    private void RepopulateStack()
    {
        for (int i = track.segments.Count - 1; i >= 0; i--)
            _segStack.Push(track.segments[i]);
    }
}

โš™๏ธ Unity Setup Steps

1. Create Track Parent

  • Empty GameObject named "Track"
  • Position at (0, 0, 0)
  • All segments will be children

2. Create Track ScriptableObject

  • Right-click โ†’ Create โ†’ Track
  • Add segment prefabs to list
  • Set segment length (e.g., 40)

3. Add TrackController Script

  • Attach to Track GameObject
  • Assign Track asset
  • Assign BikeController reference

4. Configure Segment Prefabs

  • Add SegmentMarker to each prefab
  • Set Box Collider as trigger
  • Assign TrackController reference

๐Ÿงช Testing Your Track

What to Verify:

  1. Initial Load: 3 segments appear at start
  2. Track Movement: Track moves backward smoothly
  3. Segment Loading: New segment appears when passing marker
  4. Cleanup: Old segment destroys after passing
  5. Stack Refill: Segments cycle when stack empties
  6. Performance: Consistent FPS with only 3 segments active

Debug Tips:

// In LoadSegment():
Debug.Log($"Loaded segment {_segCount}, Stack count: {_segStack.Count}");

// In SegmentMarker.OnTriggerExit():
Debug.Log("Segment destroyed, loading next...");

โš ๏ธ Common Pitfalls

1. Forgetting Reverse Order

// โŒ Wrong - segments load backwards!
for (int i = 0; i < track.segments.Count; i++)
    _segStack.Push(track.segments[i]);

// โœ… Correct - reverse for LIFO behavior
for (int i = track.segments.Count - 1; i >= 0; i--)
    _segStack.Push(track.segments[i]);

2. Marker Not a Child

  • If SegmentMarker is separate, only marker destroys
  • Segment stays in scene โ†’ memory leak!
  • Solution: Destroy transform.parent.gameObject

3. Trigger Not Set

  • Forgetting "Is Trigger" checkbox
  • Marker acts as solid wall, blocking player

๐ŸŽฒ Adding Randomization

Problem:

Segments always appear in same order = predictable tracks

Solution: Random Selection

private void RepopulateStack()
{
    // Create shuffled copy of segments
    List<GameObject> shuffled = new List<GameObject>(track.segments);

    // Shuffle using Fisher-Yates algorithm
    for (int i = shuffled.Count - 1; i > 0; i--)
    {
        int j = Random.Range(0, i + 1);
        GameObject temp = shuffled[i];
        shuffled[i] = shuffled[j];
        shuffled[j] = temp;
    }

    // Push shuffled segments
    for (int i = shuffled.Count - 1; i >= 0; i--)
        _segStack.Push(shuffled[i]);
}

๐Ÿ“ˆ Progressive Difficulty

Increase Challenge Over Time

public class Track : ScriptableObject
{
    public List<GameObject> easySegments;
    public List<GameObject> mediumSegments;
    public List<GameObject> hardSegments;
}

// In TrackController:
private void RepopulateStack()
{
    List<GameObject> segments;

    if (_segCount < 10)
        segments = track.easySegments;
    else if (_segCount < 30)
        segments = track.mediumSegments;
    else
        segments = track.hardSegments;

    // Push selected difficulty segments
    for (int i = segments.Count - 1; i >= 0; i--)
        _segStack.Push(segments[i]);
}

โ™ป๏ธ Object Pool Integration

Problem: Instantiate/Destroy is Expensive

Creating and destroying segments every few seconds causes GC spikes.

Solution: Pool Segments

// Instead of Instantiate:
GameObject segment = _segmentPool.GetObject();
segment.transform.SetParent(_segParent);
segment.transform.localPosition = new Vector3(0, 0, _zPos);
segment.SetActive(true);

// Instead of Destroy in SegmentMarker:
private void OnTriggerExit(Collider other)
{
    if (other.GetComponent<BikeController>())
    {
        trackController.LoadSegment(1);

        // Return to pool instead of destroying
        _segmentPool.ReturnObject(transform.parent.gameObject);
    }
}

๐ŸŽจ Procedural Track Generation

Beyond Prefabs: Generate Segments

Instead of pre-made segments, create them algorithmically.

Advantages:

  • Infinite unique tracks
  • Smaller game file size
  • Adjustable difficulty parameters

Concept:

private GameObject GenerateSegment()
{
    GameObject segment = new GameObject("Generated Segment");

    // Add road mesh based on rules
    AddRoadMesh(segment, GetRandomCurve());

    // Procedurally place obstacles
    AddObstacles(segment, Random.Range(3, 8));

    // Add decorations
    AddScenery(segment);

    return segment;
}
Examples: No Man's Sky, Minecraft, Spelunky

๐ŸŒ Beyond Racing Tracks

Where Else to Use Spatial Partitioning?

1. Open World Games

  • Load/unload city blocks as player moves
  • Skyrim, GTA, Zelda: BotW

2. Multiplayer Games

  • Only send updates for nearby players
  • Interest management in MMOs

3. Physics Optimization

  • Only check collisions within same grid cell
  • Massive performance boost

4. AI Perception

  • NPCs only "see" objects in their quadrant
  • Reduced AI queries

5. Rendering Culling

  • Don't render objects outside camera frustum
  • Occlusion culling in Unity

๐Ÿ”ง Unity's Spatial Tools

Unity Already Uses Spatial Partitioning!

1. Occlusion Culling

  • Don't render objects blocked by other objects
  • Window โ†’ Rendering โ†’ Occlusion Culling

2. LOD (Level of Detail) Groups

  • Switch to lower-poly meshes when far away
  • Distance-based optimization

3. Lightmap UVs

  • Pre-bake lighting into texture atlas
  • Spatial UV layout optimization

4. Physics Layers

  • Control which objects can collide
  • Reduces collision checks
Takeaway: Learn from Unity's optimizations!

๐Ÿ“Š Performance Metrics

Before Spatial Partitioning:

Track Length: 5000 units
Segment Count: 125 segments (40 units each)
Active Objects: 125 segments always rendered
Memory: ~500 MB
FPS: 15-20 (unplayable)

After Spatial Partitioning:

Track Length: Infinite
Segment Count: 3 active at a time
Active Objects: 3 segments dynamically loaded
Memory: ~15 MB
FPS: 60+ (smooth gameplay)

Key Improvements:

  • 97% memory reduction
  • 300% FPS increase
  • Unlimited track length

๐Ÿšซ When to Skip Spatial Partitioning

Not Always Necessary!

Skip if:

  • Small Scenes: 10-20 objects total? Just render everything
  • Static Cameras: Fixed camera angle shows same view always
  • Mobile/Simple Games: Overhead might exceed benefits
  • Already Fast: 60 FPS without optimization? Don't over-engineer

Premature Optimization Warning:

"Premature optimization is the root of all evil" - Donald Knuth
Best Practice: Profile first, optimize only if needed

๐Ÿ“ˆ Unity Profiler

Measure Before Optimizing

Opening the Profiler:

  • Window โ†’ Analysis โ†’ Profiler
  • Press Play in Editor
  • Watch CPU, Memory, Rendering graphs

What to Look For:

  • CPU Spikes: Which scripts are slow?
  • GC Allocations: Is garbage collection stalling frames?
  • Draw Calls: Are you rendering too many objects?
  • Batching: Can you combine meshes?

Profiler Deep Dive:

// Click on a frame spike to see:
- Hierarchy of function calls
- Time spent in each method
- Memory allocations per frame

๐Ÿ” Code Review Observations

This Was a Code Review Lecture!

Unlike previous lectures, this code is simplified and NOT production-ready.

Missing Elements:

  • Error Handling: What if Track asset is null?
  • Edge Cases: What if segments list is empty?
  • Constants: Magic numbers (3 segments) should be variables
  • Events: SegmentMarker could use UnityEvents

Production Improvements:

// Add validation:
if (track == null || track.segments.Count == 0)
{
    Debug.LogError("Track not configured!");
    enabled = false;
    return;
}

// Make configurable:
public int initialSegmentCount = 3;

๐Ÿš€ Advanced Features

Ideas to Expand the Level Editor:

1. Branching Paths

  • Player chooses left or right route
  • Each path has different segments

2. Vertical Segments

  • Hills, valleys, jumps
  • Y-position changes per segment

3. Special Events

  • Boss fight segments
  • Cutscene triggers
  • Checkpoint markers

4. Weather/Time Transitions

  • Day โ†’ night transition
  • Weather changes (rain, fog)

5. Track Editor UI

  • In-game track builder
  • Share custom tracks online

๐ŸŽฎ Games Using Spatial Partitioning

1. Temple Run / Subway Surfers

  • Endless runner with segment loading
  • Exactly like our implementation!

2. Mario Kart Series

  • Track divided into sections
  • Load ahead, cull behind

3. Minecraft

  • Chunk-based world (16ร—16 blocks)
  • Load chunks around player

4. Grand Theft Auto V

  • City divided into grid cells
  • Stream in assets dynamically

5. Dark Souls

  • BSP-based level streaming
  • Seamless world without loading screens

๐Ÿ“š Stack vs Queue Comparison

Why Stack Instead of Queue?

Stack (LIFO):

  • Last In, First Out
  • Loaded in reverse โ†’ natural order
  • Used in our TrackController

Queue (FIFO):

  • First In, First Out
  • No need to reverse list
  • More intuitive for sequential loading

Queue Alternative:

private Queue<GameObject> _segQueue;

// Initialize (no reverse needed!)
for (int i = 0; i < track.segments.Count; i++)
    _segQueue.Enqueue(track.segments[i]);

// Load segment
GameObject segment = Instantiate(_segQueue.Dequeue());
Either works! Stack chosen for learning LIFO concept

๐Ÿ› Debugging Your Track System

Common Issues and Solutions:

1. Segments Not Loading

// Add debug logs:
Debug.Log($"Stack count: {_segStack.Count}");
Debug.Log($"Loading segment at Z: {_zPos}");

2. Track Not Moving

  • Check BikeController reference is assigned
  • Verify CurrentSpeed property is public
  • Add Debug.Log(bikeController.CurrentSpeed)

3. Segments Not Destroying

  • Ensure SegmentMarker collider is trigger
  • Check bike has Collider component
  • Verify marker is CHILD of segment

4. Visual Debugging

// In Scene view, enable Gizmos
private void OnDrawGizmos()
{
    Gizmos.color = Color.yellow;
    Gizmos.DrawWireCube(transform.position,
        new Vector3(10, 5, track.segmentLength));
}

โœ… Best Practices

Design Guidelines:

  1. Profile First: Measure before optimizing
  2. Consistent Segment Size: Makes calculations predictable
  3. Tune Loading Distance: Load far enough ahead to avoid pop-in
  4. Pool Objects: Combine with Object Pool pattern
  5. Use ScriptableObjects: Designer-friendly configuration
  6. Add Visual Feedback: Loading spinner during heavy operations
  7. Test Edge Cases: Empty lists, null references
  8. Document Decisions: Why Stack? Why 3 segments?
Remember: Spatial partitioning is about performance, not patterns

Gaming History Moment ๐Ÿ•น๏ธ

Indie Renaissance: Minecraft's Chunk System (2011)

In 2009, Markus "Notch" Persson created Minecraft - a game with procedurally generated infinite worlds. The technical challenge was massive: how do you render a world that's literally endless? Notch's solution: spatial partitioning through chunks. The world is divided into 16x256x16 block chunks that load and unload based on player position.

When you move, Minecraft loads chunks ahead and unloads chunks behind. Only visible chunks are kept in memory and rendered. This chunk system - a spatial hash grid - allows virtually unlimited worlds on modest hardware. The "render distance" setting controls how many chunks load around you. 8 chunks = 128 block radius. 32 chunks = 512 block radius. Players with powerful PCs see further; weaker systems stay performant with smaller grids.

Connection to Spatial Partition Pattern

Minecraft's chunk system is THE textbook example of Spatial Partitioning in action! Just like our RaceSegmentManager divides a race track into segments and loads/unloads them based on player position, Minecraft divides the infinite world into 16x16 chunks and manages them spatially. Both systems optimize by only processing nearby areas. Without spatial partitioning, Minecraft would try to render millions of blocks simultaneously - impossible! Chunks make infinity playable.

Learn More: Noclip Documentaries (Indie Games) | Blood, Sweat, and Pixels by Jason Schreier

๐Ÿ’ช Practice Challenge

Build Your Own Level Editor

Requirements:

  1. Create 3 different segment prefabs (straight, left curve, right curve)
  2. Build a Track ScriptableObject with all 3 segments
  3. Implement TrackController with Stack-based loading
  4. Add SegmentMarker to each prefab for cleanup
  5. Make track move at 20 units/second
  6. Add randomization to RepopulateStack()

Bonus Challenges:

  • Add difficulty progression (easy โ†’ hard segments)
  • Integrate with Object Pool pattern
  • Create in-game UI to switch between tracks
  • Add collectibles that spawn on random segments

๐ŸŽ“ Lecture Summary

What We Learned:

  • โœ… Spatial partitioning optimization techniques
  • โœ… Stack (LIFO) data structure for segment management
  • โœ… ScriptableObject-based track configuration
  • โœ… Dynamic loading/unloading for memory efficiency
  • โœ… Segment-based level editor implementation
  • โœ… Performance profiling and optimization strategies

Key Takeaways:

  • ๐ŸŽฏ Spatial partitioning = 97% memory reduction
  • ๐ŸŽฏ Player stationary, track moves = clever illusion
  • ๐ŸŽฏ Always profile before optimizing
  • ๐ŸŽฏ Combine with Object Pool for best performance

Next Lecture:

Lecture 13: Additional Design Patterns - Command, Observer, State, and more!

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