[gameprogrammer] Re: About 2D collision detection


If your game is instead designed so that practically everything can collide with everything, and objects tend to work in tight formations, higher level logic can only help to some extent. There will still be lots of "exact" tests every frame, so they'll need to be - relatively speaking - fast.


Interesting, then you may based on this to make a design desicion and give your objects and easy shape to tightly fit them with
a bounding shape.


All that said, remember that we're talking about at hundreds of objects that need to be checked some 30 through 100 times per second. Unless you're working on a low end handheld device or similar, you can do a lot of calculations per object before that sums up to a significant part of the total CPU load.


Yes, this was one of those things I really did not take into account at first.










//David Olofson - Programmer, Composer, Open Source Advocate

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