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Feature request from forum
You'd want to examine how the HashMap code works -- it implements a spatial partition we use for broad phase collisions. Any implementation of raycasting would probably use that as a starting point. You could step through the grid sections in order, checking in each one for collisions. That would definitely be more efficient than using a collision entity, since you could just stop once you found an intersection, and could use a test for ray intersection instead of SAT.
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