Hey, sorry, I had to run off yesterday. That time of day where they pay me was calling.
Riven, sorry if I have come off as being a bit petulant. But I feel like I've been basically told to shut up, when I have a question that is reasonable. Yes, as people have suggested, my interests are more in the theory behind game development than in an actual, practical game. I've got a summer between semesters, no relationship with any artist, and little likelihood of finishing a game that can be released in any meaningful sense. But I am still interested in this world of coding, and I am curious about how space is managed in a theoretical game where the maps are large and the entities are arranged in a possibly degenerate way. Yeah, that's more theoretical than practical.
And maybe that makes my interests off-topic for this board. Fair enough. But my question remains, quadtrees are used in real games by real industry developers, they are used in modified and optimized ways, and discussion about how they are optimized is not lost in some bizarre realm of fictitious coding. If anyone has access to articles or documentation about this particular usage of this particular data structure (which I KNOW has to be out there somewhere) I'd appreciate it, but if not I feel no deep regret letting this thread die a natural death.
I'd be interested to see any journal articles, textbook examples, or other published discussion of how the standard textbook quadtree is optimized for performance in scenarios that actually arise in real games. I'm sure there are industry writers who have covered this, but industry doesn't often let its knowledge out to the public. There's probably a good academic discussion as well, but academia is barely any better about being publicly accessible. So I was wondering if anyone around here had had personal experience with the ways this particular data structure is optimized for real-world use.
Anyway, I don't want to come off as a jerk. I've got some other avenues I can follow for information about how academics and professionals have optimized a particular data structure, and I'll let this thread drop. I code toy games compulsively and I've got a little platformer / adventure project going in addition to my more theoretical Massive 2d game, so I'll probably have something less abstract to contribute to the forum in the future.
Thanks to everyone. Sorry if I've stepped on toes.