This quiz explores computational complexities related to entity updates and collision checks in games, emphasizing time and space trade-offs in practical scenarios.
What is the Big-O time complexity for updating the position of each entity when you have 'n' entities in a game loop?
If you check for collisions between every pair of entities in a list of 'n' entities, what is the time complexity in Big-O notation?
When using a spatial grid to reduce collision checks in a 2D game, which time complexity does collision checking per entity approach in the best-case scenario?
What is the space complexity of storing properties (like position and velocity) for 'n' entities, each having a fixed number of properties?
Which Big-O complexity best describes the time to sort entities along one axis as a first step in sweep-and-prune collision detection?
If you store entity positions in a hash map by grid cell, what is the average-case time complexity to retrieve all entities in a specific cell?
In a balanced quadtree used for 2D spatial partitioning, what is the average time complexity for inserting an entity?
What is the typical space complexity for storing ‘n’ entities in a quadtree structure?
Which of the following tasks has O(1) time complexity per entity in a typical game update loop?
Which method would use more space to gain faster collision checks in a large game world?