Broad-phase Collision Detection using Quad-tree Partitioning

If you have already successfully designed and developed an entity-based OO game engine architecture, you might enjoy the challenge of creating a quad-tree based broad-phase collision detection system for your game engine.

In this project, you will design, build, and test an extension/modification to your Entity-based Game Engine Architecture, that introduces a 'broad-phase' test alongside an already functional narrow-phase test (eg the Monogame Rectangle 'hitbox'), employing the quad-tree partitioning approach to cull the number of narrow-phase tests needed per update.  Testing will require verification of your artefact against the requirements.

Please note that this is a very challenging project.