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Home/ Questions/Q 3609462
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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T21:37:50+00:00 2026-05-18T21:37:50+00:00

I’m working on a simple 2D Real time strategy game using XNA. Right now

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I’m working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite.
From the research I have done over the last three days I have found many references on how to do “Mouse picking” in 3D which does not seem to apply to my situation.
I understand that another way to do this is to simply have an array of all “selectable” objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

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  1. Editorial Team
    Editorial Team
    2026-05-18T21:37:51+00:00Added an answer on May 18, 2026 at 9:37 pm

    For up to hundreds of units, it should be fast enough to simply do a linear search O(n) over all the units in the world if the click regions are circles or rectangles. Especially seeing as it will be once per click, not once per frame.

    If your units are not circular or rectangular, check against a bounding circle or rectangle first, and if that passes check against the more complicated bounding shape.

    For a more detailed answer, here’s my answer to a similar question about space partitioning. There I mention bucketed grids and quadtrees as potential structures for performance optimisation.

    But you should never do performance optimisation until you have tested and actually do have a performance problem!

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