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The capacity of each node (how many points it can hold before splitting) controls the shape of the tree. A low capacity means nodes split early, producing a deep tree with many small cells. A high capacity means nodes tolerate more points before splitting, producing a shallow tree with larger cells.
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Real game engines use this pattern (or its 3D cousin, the Octree) for broad-phase collision detection: the quadtree quickly identifies candidate pairs, and a more expensive narrow-phase check tests the actual geometry.
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