I've been trying to implement a spatial partitioning algorithm in my game, but both spatial hashes and quadtrees aren't what I'm looking for.
My level size is not supposed to have a limit (only Int32 limits). I need a spatial partitioning algorithm that doesn't need a "Level Width" and a "Level Height".
I have many moving physical objects. I need the algorithm to be fast enough to support 500+ objects.
Any alternative?