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  • Simpler than Quad-Trees,
  • source code https://github.com/MarcusMathiassen/P2D.
  • semi-spatial hash grid optimisation
  • Used as an optimization in http://youtu.be/Kbx979Bf7ro Shows how the back-end uses a
  • Spatial partitioning

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A Recommended books (on Amazon): ... gamedev #gamedev #2d #coding There's a fairly easy way of finding the closest neighbor among thousands and thousands of ... thanks for watchin.

Created an Adaptive Octree

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