I'm reading some about QuadTrees and how I can use them for a better collision detection. But I doesn't understand why QuadTrees brings me more performance. I'm trying this on a 2D Game.
If I'm using a QuadTree I have to clear on every frame the QuadTree and insert all my Objects and then I loop through this to get all possible collision objects. And then loop through this to get my collision object i need. Why this is better then loop through all my Objects instead? For the QuadTree I need O(n logn) if im right. But the loop through all my objects is O(n)
Greetz