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Collision detection
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=== Spatial partitioning === Several approaches can be grouped under the [[spatial partitioning]] umbrella, which includes [[octree]]s (for 3D), [[quadtree]]s (for 2D), [[binary space partitioning]] (or BSP trees) and other, similar approaches. If one splits space into a number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Dynamic scenes and deformable objects require updating the partitioning which can add overhead.
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