Hi there, last time I posted about this question, I was attempting to create a program that would help in calculating collisions, in circular bodies, the standard calculation without any grid management involves n to the n calculations and so can be costly when using a large dataset.
My first attempt was very flawed and only barely worked, so after a fresh look at the problem I have addressed all the problems, ideally I would like to turn this into a library later, if anyone has any ideas or would like to contribute please feel free, otherwise here is the code.
check performance by comparing the reg_collisions, with the quad_collisions.
Please note further speed improvements can be attained using FX2D, however this may depend on specific use.
If you notice any errors please let me know