8000 is indeed quite a lot, and at some point I am going to implement something where groups of small trees get replaced with larger ones. Part of me wants to tune performance now, so reducing the number of trees later on will be an even bigger boost, or I can have a larger level or something. I guess what i really want is for trees offscreen to go to sleep.
Ok that Is Overlapping/On Collision thing is super weird. I would have figured the opposite. Thanks for the heads up!
It seems like I could keep the origin at the bottom of the tree and use an image-point at the visual center, then check the player's distance from that imagepoint. Is that likely to be more efficient than collision? I imagine if I require trees to be onscreen that would help. I kinda wish there were a way to set the SOL to "everything in the collision cell with the player" Edit: I just realized that this needs to be done for every onscreen Tree + Charachter combination, since I want trees to go transparent for ANY charachter walking behind.
@R0J0hound that seems like the Collision cell thing that is supposed to be already in the engine?
I tried Zsorting everything on the layer by Y, but that turned out to be terribly expensive, so I'm really using collisions on the Outer tree so I know what to sort. I'm also doing a funny transparency thing with trees when you walk behind.
Am I no longer allowed to attach stuff?