The treeboost crate beat the agent-optimized GBT crate by 4x on my first comparison test, which naturally I took offense: I asked Opus 4.6 to “Optimize the crate such that rust_gbt wins in ALL benchmarks against treeboost.” and it did just that. ↩︎
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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.