I turn off collision on the area the player isn't in
and turn on collision for entities in the immediate area.
For complex gemetry I place a quad with entity alpha in
front of it. All entities are indexed by area and stored
in arrays that represent the world. You could also do
a collision BSP. I use the same method for my visible
entities, hiding all those entitities that are off screen.
Great fps increase doing that as well as with collision.
Checking distance on a lot of entities can be costly if you
have a lot of entities.
and turn on collision for entities in the immediate area.
For complex gemetry I place a quad with entity alpha in
front of it. All entities are indexed by area and stored
in arrays that represent the world. You could also do
a collision BSP. I use the same method for my visible
entities, hiding all those entitities that are off screen.
Great fps increase doing that as well as with collision.
Checking distance on a lot of entities can be costly if you
have a lot of entities.