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[link] Use Quadtrees to Detect Likely Collisions in 2D Space

Posted 04 September 2012 - 09:16 AM

http://gamedev.tutsp...ns-in-2d-space/

Hmmm.. a frequent question on collision detection (other than 'how do I do it?!') - how do I do it efficiently! Good ol' trees come to the rescue. Not a bad read just for brushing up on base level quad tree info.

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Many games require the use of collision detection algorithms to determine when two objects have collided, but these algorithms are often expensive operations and can greatly slow down a game. In this article we’ll learn about quadtrees, and how we can use them to speed up collision detection by skipping pairs of objects that are too far apart to collide.


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