ah great! thanks! i had a look in the docs for handlefromobject, and that sounds like just the thing i am looking for, but of course:
those commands will have a serious performance impact.
ouch, i don't like the sound of that...hmmm, forgive the newbieness, but i am a bit unclear on how to achieve the most efficient workaround.
i need the userdata to get some data from the object i have collided with, and the only output i can get from a collision body from physX is the physX body object itself, it's name and it's userdata.
all entities are currently stored in a list, i guess i could loop through the list until a matching body is found, but this also smells like performance impact, maybe create a map/array and give unique names/userdata number as a key/index is better? what would be best, or is there any more clever ways to handle this?
those commands will have a serious performance impact.
ouch, i don't like the sound of that...hmmm, forgive the newbieness, but i am a bit unclear on how to achieve the most efficient workaround.
i need the userdata to get some data from the object i have collided with, and the only output i can get from a collision body from physX is the physX body object itself, it's name and it's userdata.
all entities are currently stored in a list, i guess i could loop through the list until a matching body is found, but this also smells like performance impact, maybe create a map/array and give unique names/userdata number as a key/index is better? what would be best, or is there any more clever ways to handle this?