aabb-tree-interface is a hybrid AABB ternary tree/nonatree/isoceptree inspired heavily by Dynamic Spatial Partitioning for Real-Time Visibility Determination. When trees split, they try to split only along those axis where the nodes are most well dispersed. For example, if you have a 2D game, chances are nodes will be arranged along the X and Y axes, with little separation on the Z axis. In this situation, when enough nodes are added to a given AABB tree, it will only split along those two axes. In doing so, it avoids extraneous tree creation. This can be taken advantage of most in 2D situations by not using too much (Z) distance between layers.