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  • gamedev #gamedev #2d #coding There's a fairly easy way of finding the closest neighbor among thousands and thousands of ...
  • semi-spatial hash grid optimisation
  • This time with Center-Mass calculations.
  • source code https://github.com/MarcusMathiassen/P2D.
  • [sorry for the audio issues!] http://vittorioromeo.info Addendum video to: http://www.youtube.com/watch?v=7HY_SqqaoL4 This is a ...

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A Recommended books (on Amazon): ... thanks for watchin. Simpler than Quad-Trees,

Spatial partitioning

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