entitydistance doesnt require you to set up an entitytype, and you can cut out soMe cpu time with your own custom checks. In my cuRrent project i have a train that runs on its tracks.. I have pivots set at the beginning,middle and end of each train car. I go through a loop and check the distance from each pivot to the other entities that can colllide with it. What i think helps save cpu time is that I only check one pivot per car, per game cycle. each cars checks the front, then middle then rear pivot for collisions.. so every pivot is checked within 3 cycles
This might not work for everyone but i know that therre is no entity in my game that will move more in 2 frames that the radius of the collision checks.
nothing up with those caps above, i was just to lazy to go back and retype it after realizing what i did.
This might not work for everyone but i know that therre is no entity in my game that will move more in 2 frames that the radius of the collision checks.
nothing up with those caps above, i was just to lazy to go back and retype it after realizing what i did.