The complexity involved in maintaining space partitioning, tree subdivision etc can end up being a big hassle, especially if you have huge numbers of moving objects.
It's much easier to write, debug and optimize something that manages a single list of entities, or a grid of i.e. 256x256 'cells' that each contain a list of entities, than it is to set up a complex partitioning scheme that maintains all your tree invariants every time an object moves.
In the days of i.e. DOOM or Quake the performance of these underlying systems was much more important than it is now, so it (IMO) made more sense for the authors of those engines to cook up really complex partitioning systems. But these days CPUs are really good at blasting through sorted arrays of items, and less good at chasing linked lists/trees (comparatively) than they used to be, due to pipelining. Your CPU time isn't going to be spent on managing those entity lists but will instead be spent on things like AI, rendering, etc.
It's much easier to write, debug and optimize something that manages a single list of entities, or a grid of i.e. 256x256 'cells' that each contain a list of entities, than it is to set up a complex partitioning scheme that maintains all your tree invariants every time an object moves.
In the days of i.e. DOOM or Quake the performance of these underlying systems was much more important than it is now, so it (IMO) made more sense for the authors of those engines to cook up really complex partitioning systems. But these days CPUs are really good at blasting through sorted arrays of items, and less good at chasing linked lists/trees (comparatively) than they used to be, due to pipelining. Your CPU time isn't going to be spent on managing those entity lists but will instead be spent on things like AI, rendering, etc.