Getting Started¶
Welcome to Boost.Spatial - Sparse Spatial Hash! This section will help you get up and running quickly.
What You'll Learn¶
In this getting started guide, you'll learn how to:
- Install the library in your project
- Quick Start with a working example in 5 minutes
- Tutorial - comprehensive step-by-step guide
Prerequisites¶
Before you begin, ensure you have:
- C++20 Compiler: GCC 10+, Clang 12+, or MSVC 2019+
- CMake (optional): 3.15+ for build system integration
- Standard Library: No external dependencies required
Learning Path¶
New to Spatial Indexing?¶
If you're new to spatial indexing concepts, we recommend:
- Start with Core Concepts to understand spatial hashing
- Try the Quick Start example
- Follow the complete Tutorial
- Explore Common Patterns
Experienced with Spatial Data Structures?¶
If you're familiar with R-trees, octrees, or other spatial structures:
- Check out the Performance Comparison
- Jump to Installation
- Review the API Reference
- See Advanced Usage
Quick Links¶
-
Installation
Get the library installed in your project
-
Quick Start
Working example in 5 minutes
-
Tutorial
Comprehensive step-by-step guide
-
Examples
Full working examples on GitHub
What is a Sparse Spatial Hash?¶
A sparse spatial hash grid is a data structure that divides space into a grid of cells and uses a hash map to store only the occupied cells. This makes it:
- Memory efficient: Only occupied cells use memory
- Fast: O(1) insertion and cell lookup
- Dynamic: Handles moving entities efficiently
- Simple: Easier to implement than trees
When to Use It?¶
Sparse spatial hashing excels when you have:
- Large, sparse worlds (entities scattered across space)
- Dynamic scenes (entities frequently moving)
- Uniform distribution (entities spread relatively evenly)
- Real-time requirements (games, simulations needing <16ms frame times)
When to Use Alternatives?¶
Consider other data structures if you have:
- Dense, small worlds → Use dense grid
- Static data → Use R-tree or kd-tree
- Hierarchical queries → Use octree or quadtree
- Non-uniform clustering → Use R-tree
Common Use Cases¶
Game Development¶
// Collision detection
grid.for_each_pair(entities, collision_radius,
[](size_t i, size_t j) {
resolve_collision(entities[i], entities[j]);
});
Physics Simulation¶
// Force calculations
for (auto idx : grid.query_radius(cutoff, particle.position)) {
compute_forces(particle, particles[idx]);
}
AI and Pathfinding¶
// Find nearby entities for awareness
auto nearby = grid.query_radius(vision_radius, agent.position);
for (auto idx : nearby) {
process_awareness(agent, entities[idx]);
}
Help and Support¶
Need help? Here's where to go:
- API Questions: See API Reference
- Performance Questions: See Performance Guide
- Bug Reports: GitHub Issues
- Discussions: GitHub Discussions