[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...
Take a look at Real-time Collision Detection[1]. I takes a great look at both algorithmic complexity and cache awareness. That's how it should be done.
[1]https://www.amazon.com/Engine-Architecture-Third-Jason-Grego... [2]https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken... [3]https://www.amazon.com/Real-Time-Collision-Detection-Interac...
Easily the in the top 3 technical books I've purchased. Each page is solid gold and very little space is wasted.
[1] - https://www.amazon.com/Real-Time-Collision-Detection-Interac...
These books discuss performant (and sometimes complex) C++ code - in the domain of computer graphics.
http://www.amazon.com/Physically-Based-Rendering-Second-Edit...
http://www.amazon.com/Real-Time-Collision-Detection-Interact...
About how to use the new threading standard: https://www.manning.com/books/c-plus-plus-concurrency-in-act...
http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/d...
Those two will clean up most of the biggest newbie mistakes, especially the Gregory one.
I also suggest this book for collision detection:
http://www.amazon.com/Real-Time-Collision-Detection-Interact...
However, I haven't found the book that can adequately explain integrating collision into the rest of the game. It's a tricky subject which I'm still learning and might write about someday.
Great book, I used to refer to it as 3D "data structures" book which is very much in theme with this thread.
[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...