Thanks for the replies!! I have considered going with brute force and it may be a short-term solution, but I also want to be able to accommodate many more objects in the game should the need arise. Considering collision and terrain culling are but a few of the systems at work (AI, particles, combat, etc), I don't want to be hampered by an expensive O(n^2) collision algorithm if I can help it.
To that accord, I am curious to know if there are specific situations where a quadtree or GGR would be more beneficial... If you have many small objects, or fewer large objects on screen - is one better than the other? Can either be coded to support those scenarios? That sort of thing. I have found a few research papers on the topic, but the information there seems to be rather general in that they say these things can be done, but not so much as how they can be done, which is also something I am interested in. Thanks again for your time!