The efficiency depends on the query size relative to the data distribution. A small query in a sparse region prunes almost everything. A query that covers the whole space prunes nothing (because every node overlaps), degenerating to a brute-force scan. The quadtree gives you the most benefit when your queries are spatially local, which is exactly the common case for map applications, game physics, and spatial databases.
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A while back, I was browsing Reddit and came across a thread about hotaudio.net. For those unfamiliar, it’s a website developed by u/fermaw, the very same developer behind the ever-popular gwasi.com.