Offscreen stuff causing lag

This forum is currently in read-only mode.
  • Per-pixel collision detection is a pretty intense thing. Once you have thousands of objects to test, it can take a lot of time to check every pixel.

    Don't worry about it, though - in practice it's not often you'll encounter problems with it, and as you said there are ways around it. I have a demo of a shooter where there were about 500 objects on screen and collision checks between almost all of them and it ran fine on a pentium 3.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So it depends on the amount of objects? Not the area for testing. So when i make my level i should resize the collision masks as much as possible instead of placing out 32*32's on a grid?

  • No, it is the area for testing, I meant the more objects you have the more pixels there are to check. As far as I know, using 1 big sprite that has the same surface area as multiple little sprites will take the same amount of time to check.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)