So I was goofing off with some solids and ran into a head scratcher. The more solids I added to the layout, the slower it became... by a lot. So, I created this little test project. Have a look and you'll see what I mean.
twistedvoid.com/c3examples/collision1
*Edit
Here's a new version compiled in r161 after the patch for a comparison:
twistedvoid.com/c3examples/collision2
*end Edit
There are 4 tests that are conducted and I recommend running them in Chrome. If you want to see how bad Edge is when running a Construct project, try these tests with it.
Test 1: Creates 3000 ants on the layout. This is the control. Each ant has a 4 frame animation. It has 3 behaviors: Bullet, pathfinding and bound to layout. In particular pay attention to the time at the top. This is the time in ms it takes to perform a tick. Depending on your machine, you shouldn't see it change a lot even when it gets close to 3000 ants on the screen.
Test 2: Same conditions as above with this following exception: 20 square sprites with the 'solid' behavior have been added. Again, watch the timer as it gets closer to 3000 ants.
Test 3: This is the serious wtf. Same ant parameters as the control except that the 'solid' behavior has been added to the ants however, it's disabled. This test only has 500 ants and if you watch the timer again, you'll see why it's only 500.
Test 4: Same test as above except, the ant's 'solid' behavior has been enabled (more or less to prove that it was disabled in the previous test.) This test only has 300 ants and there's a good reason. 500 ants will turn most any machine into a snail. This test, has pretty predictable results.
The second test is the one that clued me in to the 'solid' behavior and the affect that even a few of them can have on a project. The 3rd test was totally unexpected. Why should there be that much lag caused by adding a disabled behavior????