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Home/ Questions/Q 6254575
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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T14:12:10+00:00 2026-05-24T14:12:10+00:00

Let’s say I have circular objects. Each object has a diameter of 64 pixels.

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Let’s say I have circular objects. Each object has a diameter of 64 pixels.

The cells of my quad tree are let’s say 96×96 pixels.

Everything will be fine and working well when I check collision from the cell a circle is residing in + all it’s neighbor cells.

BUT what if I have one circle that has a diameter of 512 pixels? It would cover many cells and thus this would be a problem when checking only the neighbor cells. But I can’t re-size my quad-tree-grid every time a much larger object is inserted into the tree…

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  1. Editorial Team
    Editorial Team
    2026-05-24T14:12:11+00:00Added an answer on May 24, 2026 at 2:12 pm

    This an interesting problem. Maybe you can extend the node or the cell with a tree height information? If you have an object bigger then the smallest cell nest it with the tree height. That’s what map’s application like google or bing maps does.

    Here a link to a similar solution: http://www.gamedev.net/topic/588426-2d-quadtree-collision—variety-in-size. I was confusing the screen with the quadtree. You can check collision with a simple recusion.

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