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Not sure if this will help (I'm a very old hand at coding, but brand new at helping others with it <.<) but here goes. I had a similar issue with inserting/retrieving 'uniquified' (?) mesh vertices in my engine, where the vertices must be capable of deforming slightly from their 'origin' yet still be considered to be 'owned' by a particular bounding ...


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In this case you have to decide what to do. In most cases, this is done automatically for you because your sorting is based upon <=, >=, < or > where you definitely get an answer, either true or false, so it really depends which type of comparison you use. For example if(x < middle_of_this_quad) add_to_left_subtree else ...


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Agner Fog's optimization guides are excellent. He has guides, tables of instruction timings, and docs on the microarchitecture of all recent x86 CPU designs (going back as far as Intel Pentium). See also some other resources linked from http://stackoverflow.com/tags/x86/info Just for fun, I'll answer some of the questions (numbers from recent Intel CPUs). ...


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I've done it the way I described in the update of the question. I'll refer to that.


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For 200+ moving objects, you're definitely going to want to make your game lockstep. With lockstep, comes the need for determinism but that shouldn't be too hard for bacteria (which can be simulated with circle-circle collisions). If you don't mind my shameless self-plug and want an example with the networking and simulation logic of a lockstep game, check ...



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