I have a few quesions on quadtree's. I'm implementing it into an asteroids game I'm creating for educational purposes. I know that there is absolutely NO point in doing do, but it's educational ;3 and will help me when I go to produce something more complex :) it just helps me learn, now enough about why.
With a quadTree would you need to restructure the quadtree when objects move in and out of the quads for every update? or is there another method which I'm not seeing, because in that case the optimisations would only be highely benifital in situations where the collision detection is a complex calculations. How would some of you guys/girls manage a Quadtree with moving objects?
Thank you for any answers :)