# Collision Detection Grid

**URL:** <https://forum.kirupa.com/t/collision-detection-grid/310823>\
**Category:** programming\
**Created:** [June 20, 2010, 6:44pm UTC](https://forum.kirupa.com/t/collision-detection-grid/310823 "2010-06-20T18:44:17Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Polaris666](https://avatars.discourse-cdn.com/v4/letter/p/bb73d2/32.png) [@Polaris666](https://forum.kirupa.com/u/Polaris666)\
**Post date:** [June 20, 2010, 6:44pm UTC](https://forum.kirupa.com/t/collision-detection-grid/310823/1 "2010-06-20T18:44:17Z")

</div>

In the last game I made, I managed to implement a grid in order to avoid checking for collisions that could never happen.

It worked pretty well, but I realised that the objects can’t be larger than a cell on the grid, otherwise the collisions might not work properly.

Any ideas on how I could overcome this problem while maintaining the relative simplicity that a 2D grid offers over other more complex broadphase collision detection methods?
