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  1. POProper Data Structure Choice for Collision System
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    copied!<p>I am looking to implement a 2D top-down collision system, and was hoping for some input as to the likely performance between a few different ideas. For reference I expect the number of moving collision objects to be in the dozens, and the static collision objects to be in the hundreds.</p> <p>The first idea is border-line brute force (or maybe not so border-line). I would store two lists of collision objects in a collision system. One list would be dynamic objects, the other would include both dynamic and static objects (each dynamic would be in both lists). Each frame I would loop through the dynamic list and pass each object the larger list, so it could find anything it may run into. This will involve a lot of unnecessary calculations for any reasonably sized loaded area but I am using it as a sort of baseline because it would be very easy to implement.</p> <p>The second idea is to have a single list of all collision objects, and a 2D array of either ints or floats representing the loaded area. Each element in the array would represent a physical location, and each object would have a size value. Each time an object moved, it would subtract its size value from its old location and add it to its new location. The objects would have to access elements in the array before they moved to make sure there was room in their new location, but that would be fairly simple to do. Besides the fact that I have a very public, very large array, I think it would perform fairly well. I could also implement with a boolean array, simply storing if a location is full or not, but I don't see any advantage to this over the numeric storage.</p> <p>The third I idea I had was less well formed. A month or two ago I read about a two dimensional, rectangle based data structure (may have been a tree, i don't remember) that would be able to keep elements sorted by position. Then I would only have to pass the dynamic objects their small neighborhood of objects for update. I was wondering if anyone had any idea what this data structure might be, so I could look more into it, and if so, how the per-frame sorting of it would affect performance relative to the other methods.</p> <p>Really I am just looking for ideas on how these would perform, and any pitfalls I am likely overlooking in any of these. I am not so much worried about the actual detection, as the most efficient way to make the objects talk to one another.</p>
 

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