From a5a158b8ac45dccb042afdd0ced798fbb5899eea Mon Sep 17 00:00:00 2001 From: Christopher Whitley <103014489+AristurtleDev@users.noreply.github.com> Date: Fri, 23 May 2025 09:05:23 -0400 Subject: [PATCH] Remove spatial hashing mention This was something planned for a later chapter that was adjusted and removed. This removes the line that mentions it will be in a later chapter. --- .../tutorials/building_2d_games/12_collision_detection/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/articles/tutorials/building_2d_games/12_collision_detection/index.md b/articles/tutorials/building_2d_games/12_collision_detection/index.md index 4736510b..2965aa32 100644 --- a/articles/tutorials/building_2d_games/12_collision_detection/index.md +++ b/articles/tutorials/building_2d_games/12_collision_detection/index.md @@ -202,7 +202,7 @@ When checking for collisions between multiple objects, testing every object agai 1. Broad Phase: A quick, simple check to rule out objects that definitely are not colliding. 2. Narrow Phase: A more precise check only performed on objects that passed the broad phase. -For our simple game with just two objects, this optimization is not necessary. However, as you develop more complex games, implementing a broad-phase check can significantly improve performance. Later in this tutorial series we will implement an algorithm called spatial hashing to perform broad phase checks. +For our simple game with just two objects, this optimization is not necessary. However, as you develop more complex games, implementing a broad-phase check can significantly improve performance. > [!NOTE] > Time to get back to the code! The fun starts again here.