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From what I can see, when implemented in 2 or 3 dimesions it's just another name for a hierarchical AABB / BVH setup as noted. Searching on "r-tree GIS" gives a lot of info, and being an inherently spatial field has much similarity to game dev (graphs, computational geometry etc.). The point on which R-trees really win out over spatial/geo hashes and N-ary ...

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