   Which Data Structure For Frustum Culling?
  I'm looking into spatial partitioning systems for dynamic scenes and I'm having a hard time choosing one that will do the following:- Broad phase collision detection (Frustum-AABB tests, AABB-AABB tests)- Static scenery- Dynamic Objects (things that move around: units, etc)I started my search into Octrees because they seem the simplest in my mind, especially for static scenes. I came to the conclusion that in order to have dynamic (moving) objects in my scene, I would have to delete and reinsert that object into the Octree. This seemed a bit heavy on the CPU since I would have to traverse the tree each time the object moves. Is there a better way of doing this then an Octree?I had an idea where by I could multi-thread the tree itself to handle many object updates at once. But that is an optimization I will leave for another time.Any suggestions are appreciated. Thanks.EDIT: I found a great post. There so many to choose from and I don't quite know which type is best for me. Assuming my game is a Battlefield-style game, much like Medieval total war.   