Games & Interactive Systems
Spatial Partitioning
1000s of entities → Quadtree narrows candidates →
O(n) → O(k log n)
Zone 01
Simulation Tick
⚙️
Game Loop Engine
60 Hz fixed tick
spawns entities
1000s of entities / tick
1000s of
entities
Zone 02
Spatial Layer
🌳
Quadtree / Octree
Processor
subdivide space
insert + query nodes
candidate pairs only
candidate
pairs only
Zone 03
Physics Layer
💥
Collision Detection
Subsystem
narrow phase
SAT / GJK tests
resolved collisions fast
1000s of entities
candidate pairs (narrowed)
resolved collisions