Collision Detection: Simulation Inexplicably Slowing Down/How To Efficiently Calculate Extremes In Each Dimension
BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
First of all, I've only been writing my own game logic for a short while, so I apologize if this might seem straight forward. I've been reading a lot about quad trees and grid based collision ...