title: "Pure" C quadtree to use for collision detection purposes
body: <p>I have been studying about quadtrees and their usage in collision detection in videogame code.</p>
  
  <p>However, all the implementations so far rely on object-oriented features of C++,C#, javascript and Lua to do every node, and I have absolutely no idea of how to translate that to raw C.</p>
  
  <p>The objective is to test multiple objects (shots) against actors (constantly moving) and terrain (static). Then actors with terrain.
  Since I cannot find an example I can read in "pure" C terms (that is, not using methods or self-referencing objects), I cannot even grasp the basic idea of how to code it, while I do understand the idea behind the algorithm. I don't know how to set it up, how to reference it, what datatypes should I use, or anything at all. I know absolutely nothing of C++, which makes translating it to C impossible.</p>
  
  <p>As well, I will be using tilemaps for terrain, and I want to do things like maps that are tall or wide, not perfect squares. A quadtree still works with such a map?</p>
  
  <p>Also, there will be a number of moving elements, being the terrain the only static part in play (elements like moving blocks or doors are separate entities). Is it worth it using a quadtree if updates will be required often? Do I even need to make it global data? (could as well be forged inside some function and then passed around when collisions are enabled). Do I need to allocate memory for it in such a case?</p>