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Gavan Woolery
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Not sure if I properly understand your question, but I will take a stab at it. I would try using a quadtree (similar to a sparse voxel octree, but just 2D). You could represent the entire world as 4 quadrants, and then split each quadrant recursively where you want to achieve higher accuracy. See http://en.wikipedia.org/wiki/Quadtree

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Gavan Woolery
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