I'm curious if anyone has had any experience implementing a QuadTree and testing it's performance compared to how I am handling what game objects are in screen view.
The game I am building right now is a 2D Isometric tile game. I have an EnterFrame that handles scrolling the map. I can easily re-use tiles by removing a strip of tiles from the column and row that exit screen view and adding them to the new row and column that enter screen view.
To handle what game objects are in screen view I take advantage of this system. I basically manage what game objects are on a tile by adding them to an array stored in my tile. Static game objects are easy they will always stay in one tile. Game objects that move I have to manage by removing them from any tiles they just walked out of and adding them to new tiles they just entered. Since I have this array of game objects in my tile I can easily start up and add any game objects when my tile enters screen view right in my scrolling enter frame. I can also add and remove game objects from arrays that handle checking collisions to slim down number of visible game objects.
However, I am wondering if using a QuadTree would have any benefits over this.
For one I wouldn't have to manage what game objects are in a tile. I could eliminate the array from my tile. The downside, I wouldn't be able to take advantage of using my scrolling system of when tiles enter and exit view.
Anyone have any thoughts on this?