D8H
D8H
The gain seems to be around 5% on only translating or rotating sprites. ## With affine transformations * getAABB of a non rotated sprite, with custom hitboxes, origin and center(60000x):...
> > For me, "Matrix2d" stands for a m x n matrice data structure. Maybe "Transformation2d" to have a shorter name and allow to make a Transformation3d if GDevelop goes...
> Fair enough then! Last question: do you see other places in the game engine where this could be used? It could be used to * transform positions in layers...
I tried affine transformations for layer points transformation and it wasn't conclusive. Layer calculus are simpler than the Sprite one. With Math caching `cos`, there are only 2 multiplications to...
> Does it work on in physic 2.0 engine? I don't know how the physic 2.0 engine works but doubt this will have much impact on the over-whole efficiency when...
The `List` seems to fight the scroll change to set it back to 0. It causes the component to render 11 times instead of 4. I guess the issue is...
So you're saying it's a technical debt? The more time passes, the more difficult it will be to change it. So better be quick, right? :innocent:
How does the action/condition search work? Is there a way to add keywords?
> Marking as requesting changes because the one frame delay for the events is potentially worse - as it means anything you put on top of the object (let's say,...
It seems to work well using an action, I added a 3rd video for it.