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Jun 20, 2013 at 13:55 history tweeted twitter.com/#!/StackGameDev/status/347714283158790145
Jun 15, 2013 at 22:58 comment added ratchet freak @sm4, if the movements is limited then a few passes of bubble sort can take care of that (just mark the moved objects and move them forward or backward in the array until they are sorted. just watch out for other move objects
Jun 15, 2013 at 16:36 answer added bobobobo timeline score: 2
Jun 15, 2013 at 15:11 comment added MartinTeeVarga @Byte56 Sweep and Prune has complexity O(n log(n)) only if you need to sort every time you test. You want to keep a sorted list of objects and each time you add one, just sort it to the correct place O(log(n)) therefore you get O(log(n) + n) = O(n). It gets very complicated when objects start moving though!
Jun 15, 2013 at 14:34 comment added House You bet. I believe both have implementations of SAP (Sweep and Prune) (among others) which is a O(n log(n)) algorithm. Search for "Broad Phase Collision Detection" to learn more.
Jun 15, 2013 at 14:30 answer added MartinTeeVarga timeline score: 21
Jun 15, 2013 at 14:29 comment added jokoon byte56: so, are box2d and bullet faster than O(n^2) ?
Jun 15, 2013 at 14:28 history edited jokoon CC BY-SA 3.0
extended my question for popular physics engine
Jun 15, 2013 at 13:35 answer added luiscubal timeline score: 9
Jun 15, 2013 at 13:29 comment added House See here: gamedev.stackexchange.com/questions/14373/find-nearest-object
Jun 15, 2013 at 13:22 comment added House Two words: Spatial partitioning
Jun 15, 2013 at 13:15 history asked jokoon CC BY-SA 3.0