Cristianwolf712 Posted April 3, 2013 Share Posted April 3, 2013 Hi guys, I want to start that topic, because I'm working on an fast and efficient way to handle a large amount of arrows (200-300) for my RPG-like game. So I decided to create a new class and handle the movement on my own. The Pawn, who have shot the arrow store the enemy in that class. During the movement I interesect the projectile with his enemy to handle a collision on a low level. The problem is, that I want to check collision with other objects, like walls, buildings, terrain etc. In my opinion it has a huge performance impact, if I interesect the projectile with all Nodes in the world. My second opinion is to use a simple box shape for my projectiles to handle collision for the whole world. But in that case, I'm a little afraid of the framerate too. So are their any hints for a fast projectile management? Link to comment
ulf.schroeter Posted April 3, 2013 Share Posted April 3, 2013 Why do you want to implement this on your own ? Couldn't you use physics engine for doing all the collision testing by assigning a simple body to your arrows ? Link to comment
Cristianwolf712 Posted April 3, 2013 Author Share Posted April 3, 2013 That was my guess, after I had a look at the documentation. I was afraid, that an extra body for my arrows are a little bit to much overhead for the scene. Link to comment
ulf.schroeter Posted April 3, 2013 Share Posted April 3, 2013 The physics engine is highly optimized for that purpose and I would doubt that some script based own solution runs faster (except in some special use-cases were big simplifications are possible) At least I would give it a try first and only think about own solution when performance really is an issue (always a little bit funny that most people try to solve performance issues even before they show up :-) Link to comment
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