[Tutorial] 2D grid spatial partitioning basics (speed up collision broad-phase)
[sorry for the audio issues!]
http://vittorioromeo.info/
A grid as a spatial partitioning method is easy to implement and can speed up immensely collision detection.
In this video, I try to explain how it works, how bodies do not have to match the cell size, and a possible implementation.
Check out my implementation at:
https://github.com/SuperV1234/SSVSCollision
The code examples shown in the video are made exclusively for illustrative purposes - they help the viewer understand how everything works, but are in no way functional or well-written.
Addendum video: http://www.youtube.com/watch?v=vYB37BDtHuQ
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Outdated articles I've written about collision detection and resolution: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/