Thread: Target Renegade
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Old 09 September 2021, 23:14   #103
Radertified
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Join Date: Jan 2011
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When I've developed games on other platforms, I've used Quadtrees. A guide is at https://gamedevelopment.tutsplus.com...e--gamedev-374

Essentially you split the screen into multiple sections. If your character is in a different section than an enemy, skip the collision checking.

I've never implemented that in an Amiga game (yet?) but I imagine it would speed things up because you're saving cycles by not constantly checking collisions.
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