Software development is hard: a collision bug post-mortem

You're viewing a single comment in a conversation. View all the comments
  • 1 Comments

  • Order by
  • Im glad i read this! In a game im developing ive always wondered how performance was maintained when i have many dozens and dozens of off-viewport physics objects. Now i know based on the cell explanation. Very insightful about the engine design. I guess webassembly will operate the same? This also may help explain why i can run previews of physics intense games through the browser, on my phone (although phones are getting so powerful these days).