Construct does do this but only in specific cases.
"...(disabling c2 collisions) will have no effect (on performance) if you don't test for collisions in events. If you make no collision tests yourself, then the C2 engine doesn't make any collision tests either, so it's irrelevant whether the object has collisions enabled or disabled.
I don't think there's any way around having the two collision tests - not all games use a Physics engine, so C2 needs its own engine. But as I say if you don't use collision events on an object then it will only use the Box2D collision engine." -Ashley
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Does anyone know if construct 2 is using box2d internally for collision detection? Or is it using a custom system to test overlap.
It seems efficient either way, but I wondered if it did implement its own algorithms, wouldn't it basically be doing double time when you are running physics on an object as well? Because you don't ask physics if something has collided... you have to ask construct 2 if something is overlapping...
Just doing some exploring...
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