is there a way to UNDO this?
collisions TYPE1,TYPE2
I really want to segment my objects into sectors, so not all objects will be included in collision detection.
There's no point checking collisions with your player and an object that's 50 feet away, even though that object is visible.
I am noticing significant slowdown when i have 10 bullets on screen vs when i have none. My collision code is pretty standard - i'm using Object and Handle to get directly to the colliding objects, it's just that 10 bullets is 10 times more collision detection on just the bullets than 1 bullet. 10 bullets, 10 enemies, terrain, walls, blah blah. It adds up. The number of objects on screen is still reasonable, its just collision detection that's killing me, I think.
Anyone have any idea how I can undo a Collisions statement?
Halo? You seem to be the resident deep blitz genius.
I want to develop a simple system like you use with hiding entities that aren't visible, except i'll hide from the collision system. it'll be an even tighter area than with the visible area.
collisions TYPE1,TYPE2
I really want to segment my objects into sectors, so not all objects will be included in collision detection.
There's no point checking collisions with your player and an object that's 50 feet away, even though that object is visible.
I am noticing significant slowdown when i have 10 bullets on screen vs when i have none. My collision code is pretty standard - i'm using Object and Handle to get directly to the colliding objects, it's just that 10 bullets is 10 times more collision detection on just the bullets than 1 bullet. 10 bullets, 10 enemies, terrain, walls, blah blah. It adds up. The number of objects on screen is still reasonable, its just collision detection that's killing me, I think.
Anyone have any idea how I can undo a Collisions statement?
Halo? You seem to be the resident deep blitz genius.
I want to develop a simple system like you use with hiding entities that aren't visible, except i'll hide from the collision system. it'll be an even tighter area than with the visible area.