[Screencast] 2D grid spatial partitioning addendum (with code analysis and drawn explanation)
[sorry for the audio issues!]
http://vittorioromeo.info
Addendum video to: http://www.youtube.com/watch?v=7HY_SqqaoL4
This is a screencast, where I explain to a friend (http://www.youtube.com/user/TheGeekatory) using a virtual whiteboard and Mumble voice chat, how 2D grid spatial partitioning works and how it can be implemented.
It features a real-time drawing that helps with understanding how spatial partitioning works, and code analysis from my personal implementation, that can be found and forked on my GitHub page, in the SSVSCollision repository.
Check it out at:
https://github.com/SuperV1234/SSVSCollision
Interesting resources:
http://en.wikipedia.org/wiki/Space_partitioning
http://www.altdevblogaday.com/2011/02/21/spatial-partitioning-part-1-survey-of-spatial-partitioning-solutions/
http://conkerjo.wordpress.com/2009/06/13/spatial-hashing-implementation-for-fast-2d-collisions/
http://www.gamedev.net/page/resources/_/technical/game-programming/spatial-hashing-r2697
http://buildnewgames.com/broad-phase-collision-detection/
http://howlingmoonsoftware.com/wordpress/collision-detection-and-spatial-indexes/
Outdated articles I've written about collision detection and resolution:
http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-one/
http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-two/