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Collision detection with QuadTree in 2D games

A quick primer on using QuadTrees as a broad-phase spatial partitioning strategy to reduce collision checks in 2D games, with references for deeper dives and implementations.

game-developmentalgorithmsdata-structurescollision-detectionquadtree

Collision detection is an essential part in game development, whose computations often involves inefficient complexity. Many algorithms have been introduced for optimisation. One of the algorithms that I found simple to adopt is QuadTree.

Introduction

A quadtree is a tree data structure in which each internal node has exactly four children. Quadtrees are the two-dimensional analog of octrees and are most often used to partition a two-dimensional space by recursively subdividing it into four quadrants or regions. The data associated with a leaf cell varies by application, but the leaf cell represents a “unit of interesting spatial information”.

References


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Paul Wen
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