
Hi, as a game developer I would say "yes" it is interesting to me but that depends a lot on the 'details' : If it doesn't support well moving entities (fast change of leaf content in the tree), then it isn't very interesting for (soft) real-time simulations (whatever the point of simulation). So do you plan on supporting this? Your interface don't suggest any way to insert or remove something from the tree. I assume that "tunnels" space partition would be off topic? What would the tree contain? Points? Spheres? Other kind of volumes? (axis-aligned box, oriented box, pyramids, etc)? Or maybe you want the user to provide data and a (set of) collision check function(s) or something similar? Would there be different memory management strategies proposed? Allowing fixed 'capacity' with no memory allocation/deallocation - and flat as a boost::flat_map - would be interesting to game devs, even if you provide custom allocators. That being said, I'm not a specialist in the domain, so I hope experts will ask more meaningful questions than mine. My 2 cents. Side note: if I had a generic container to partition space, I would also use it in AI too. Having several different and specialized representation of the same space is very helpful in games but space efficiency becomes a big concern when we do this. Joël Lamotte