Quote: "I may just have to stop and learn c++ first as all the codes and articles I can find are written for it."
Its really not that bad, you should just do it. Ive never taken a single programming class period, and it took me a matter of days to convert my project from basic to c++. I did have a bit of HLSL experience (which is exactly like c++), but other than that all I needed were a few online tuts I found via google.
In short, do it.
About the frustum checks, yeah I could factor the size of each bounding box, but it would require a tad more work, thus that much slower. But the point is, I dont care about the 'height' of these boxes (quad trees are for flat landscapes, like mine). I want to be able to speed things up by saying, hey, if a node is in front of you, just consider it in view, regardless if the top and bottom plains are clipping it. Cause when the top or bottom plains clip a node, it results in at LEAST 4 more checks. (its funny, the speed of my quadtree program goes up and down greatly depending on the x angle of the camera, its just dumb).
Some guy on gamedev suggested this...
int isBoxInFrustum( float x, float y, float z, float xsize, float ysize, float zsize )
{
int p;
int c;
int c2 = 0;
for( p = 0; p < 6; p++ )
{
c = 0;
if( frustum[p][0] * (x - xsize) + frustum[p][2] * (z - zsize) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + xsize + frustum[p][2] * (z - zsize) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x - xsize)) + frustum[p][2] * (z + zsize) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + xsize) + frustum[p][2] * (z + zsize) + frustum[p][3] > 0 )
c++;
if( c == 0 )
return 0;
if( c == 4 )
c2++;
}
return (c2 == 6) ? 2 : 1;
} //end isBoxInFrustum()
Basically it just uses 'flat' boxes, meaning they will go out of view if you look up or down ever so slightly. No good.
The onlything ive been able to think of is, extract a special '2d frustum' by setting the camera x angle to 0. This would work great except for one part - if you look straight up or down, youll see slightly behind your character, but the 2d frustum considers EVERYTHING behind you out of view.
Oh how I hate quadtrees
All you need is zeal