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trebcon

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The implicit grid data structure from there is a personal favorite of mine. I used it in a game once and it performed incredibly well for our use case.

It's a bit too complicated to totally summarize here, but it uses a bit per object in the scene. Then bit-wise operations are used to perform quick set operations on objects.

This data structure got me generally interested in algorithms that use bits for set operations. I found the Roaring Bitmap github page has a lot of useful information and references wrt this topic: https://github.com/RoaringBitmap/RoaringBitmap

I guess my concern is I don't think simplifications are terribly useful, since it's not a simple topic, and can change wildly depending on the specific circumstance.

Which is why we have people who are experts in marketing and economy, and specialize in specific product areas.