user interface - Quadtree - When to use? -


(this not relate language)

so i'm making 2d game, , considering making quadtree gui manager (which separate checking collisions of other parts of game). basically, hud needs check collisions mouse. however, when finished quadtree, wasn't sure if needed it. mean, i'm going have around 10 gui elements on screen @ once checking mouse collisions; more efficient have quadtree @ point? or worse yet, worse have quadtree, iterating through each leaf uses more computing power?

for situation, best? brute force, or should keep tree theoretically able handle near-infinite elements?

for me no problem. long quad-tree solution works , enough performance (on 10 elements, , on number of objects), best stick wherever can used.

long story short, not bother when have can solve exact problem without hassle.


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