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As mentioned in one of the comments, you want to partition the world into sections by using oct/quad trees. Then as the player moves, using the tree you can quickly get all the nearest elements in your world. Only those closest to the player are the ones you have to react to.


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Typical approaches to reduce processing are: Spatial subdivision / coherence - Don't process everything in the whole world, instead only do so in pertinent regions - usually only those in close proximity to the player(s). - Group units close together as a single unit to reduce overall count (Rome: Total War). Common in real-time rendering fields. ...


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One way to go is to split the whole world into chunks, and load just the chunk the player character is currently in (or any number of chunks that are closest). This way you only have to listen for events in this chunk. This does not mean you have to split everything into "levels". Minecraft is a fairly good example of splitting a giant world into chunks that ...


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There is of course several ways to do this, and the solutions are very much gamedev related. One perspective on a solution comes from game physics. Basically you'd start by clamping all data to the rectangular window, letting the data overlap. Next, you treat each star as having a minimum distance constraint from every other star, so you'd loop through all ...



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