In this section, we will review some code that will implement the core components of our level editor. Unlike in previous chapters, we will not try to make this code runnable or testable. Instead, we will review the implementations to understand how we use the general idea of spatial partitioning to build a functional level editor for designers while optimizing the way we load levels at runtime.
The code presented in the next section is to be reviewed but not compiled, as it's not a complete self-contained example.