Original Post
It seems to me, even if you try to minimize the space in which you check, using an {oct|quad}tree or whatever, the best you can do for a collision detection algorithm between game objects is always O(n^2). Short of the trivial "if(object1==object2) continue" are there any good optimizations to be made? I suppose I could omit objects that are not visible on the screen at the time in this project (2D Shootemup done in 3D) but there's going to be alot of bullets flying around... Oh well, I haven't gotten that far yet, so I'll just have to see if it works well or not. No use pre-optimizing.