query: Efficient way to check collision with potentially hundreds of objects
positive_passages.docid: 144159
positive_passages.text: Documentation on 2D space partitioning
negative_passages.docid: 62698
negative_passages.text: Multiple colliding balls
negative_passages.docid: 157623
negative_passages.text: A way to store potentially infinite 2D map data?
negative_passages.docid: 15951
negative_passages.text: Most efficient implementation of a large number class
negative_passages.docid: 54422
negative_passages.text: Converting many 'if else' statements to a cleaner approach
negative_passages.docid: 28711
negative_passages.text: How can I make a gameObject "stick" to another gameObject after it has collided with it?
negative_passages.docid: 97120
negative_passages.text: Is it more efficient to add scripts to each GameObject or to a single parent object?
negative_passages.docid: 43565
negative_passages.text: How do I detect the direction of 2D rectangular object collisions?
negative_passages.docid: 139707
negative_passages.text: How many RSA keys before a collision?
negative_passages.docid: 144661
negative_passages.text: Add object constraint to a number of selected objects
negative_passages.docid: 86774
negative_passages.text: What is the best way to allow a user to select one value from a list of potentially hundreds?
negative_passages.docid: 48647
negative_passages.text: Ball to Ball Collision - Detection and Handling
negative_passages.docid: 28364
negative_passages.text: How to intersect objects and delete leftover internal planes?
negative_passages.docid: 151555
negative_passages.text: 2D collision detection
negative_passages.docid: 63977
negative_passages.text: How do I detect collision in pygame?
negative_passages.docid: 122472
negative_passages.text: Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?
negative_passages.docid: 98097
negative_passages.text: Unity Performance: How many Materials per Object?