Interesting thoughts in there.
Well, there are many broad-phase processing techniques. They all have their benefits and drawbacks.
In my specific case, all entities have approximately the same size, so uniform-grids works perfect here.
The drawback of spatial hashes, according to the random lectures i had to do, is their inability to deal with objects
of greatly varying sizes. Like in an asteroids game for instance, as you described it.
But, this is something that hierarchical grids can perfectly handle. You might want to take a look at this paper!
EDIT:
Wait...Isn't SAT classified amongst narrow-phase processing techniques ?Codex wrote:I've got a really cool idea for a space game later, but collision detection is something I'm still trying to figure out. (still experimenting with SAT)