Arima
Thanks for the capx example. It's an approach I never thought of, and may come in handy in the future.
However, in my case collision cell opts were working fine; I was simply attempting to gain an additional advantage by only testing cols ever 3-4 ticks.
I was hoping to break the tests up by only testing 1/3 of the objects per tick, thus cutting the cpu load to third/quarter without cramming all the col testing on a single, intermittent tick (ie, every 0.1 seconds or the like).
However, it seems that, at this point in time, there's no real way to do that and retain the advantage of collision cells. Perhaps it's not even possible.
As I said before, I've moved past this for my game, but it would be nice to see this ability in the future.