#StackBounty: #unity #collision-detection #physics #mathematics #grid Redundant checks from spatial partitioning

Bounty: 100

A simple 2D grid partition system for collision detection divides space into equal-sized tiles. Colliders then map themselves to tiles with their bounding box in O(N) time. Collision detection only has to be performed between objects that occupy the same tile(s).

Collision detection is expensive so the more culled, the better. With a grid partitioning system, how are collisions culled when colliders share multiple tiles?

For example, Circle_A and Circle_B both sit on the edge between Tile_1 and Tile_2. Iterating both tiles would make collision detection between Circle_A & Circle_B run twice.
Sharing Multiple Tiles

A global pair hashtable seems performance expensive since it has to be cleared every frame. Tracking pairs inside colliders takes a lot of memory. How do you mitigate redundant pairs when iterating through partition grid tiles?

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