bertie Booster
Thanks for all of those! Curious about a couple:
> A 32px square with collisions set to bounding box causes much more stress on the fps rate than the same square with the collision boundary set to (1,1),(31,1),(1,31)(31,31).
???
> Try rotating a square 45 degrees if it doesn't affect the objects interaction it can reduce collisions.
Why would this be? Maybe because there are generally more vert/horz surfaces than diagonal, and rotating the square means you touch most objects with just the tip of your col poly?
Collisions really do eat up a lot of cpu. Col cells really help, but if you have a lot of moving objects in a small space, it can still get very laggy, very quick. However, with some thought, there are usually optimizations that can be done (many involving checking cols less often).
Ah this wont always be the case, but in certain types of games such as grid based games, bringing the coll polys in from the edge has the effect of stopping them from colliding with adjacent cells.
Again rotating 45 deg wont always work but it can reduce the contact points/area of contact on a face which can help reduce collision count.
I'm advocating being creative and spending time playing with the coll polys to see if you can optimise, the results can be dramatic.