Because I need to check collisions on the serverside to prevent wallhacking/warping into walls in my game, I was looking into ways to do that as quickly as possible so that there isn’t a long delay from the server processing collisions between the player and every collidable tile. I knew about quadtree collision checking algorithms, which is what I’m using on the clientside, but I didn’t know about spatial hashing, so I thought you guys might be interested in this article with a visualization.
Apparently spatial hashing is much more performant on uniform objects, but I don’t know if that applies to my case because the player is not a uniform object compared to the tiles, but the tiles are all uniform objects compared to each other. So I’m not sure if that means quadtrees or spatial hashing is better in my case, because only one object is not uniform, however that’s the one that is having collision checks run against it every time. I’ll have to look further into it and ask around online or write a benchmark test for myself using implementations of both algorithms.