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Compilation of large CollisionMap takes too much time to finish

Open pixelpicosean opened this issue 9 years ago • 1 comments

The collision shape generation process is too slow when map size is large enough. It might be better to be an option instead of default map collision implementation. So developers can pick the default(tile based collision) or compile map into static bodies.

Static bodies does not require collision check and movement, so it can be optimized by adding into a static body list.

pixelpicosean avatar Sep 11 '16 01:09 pixelpicosean

To solve this issue, collision shape compilation will be recommended to be only used in small levels(less tiles in total). Aka SAT based tilemap collision is not recommended any more. But this will change after engine reaches v1.0.0 and editor support added.

pixelpicosean avatar Oct 28 '16 00:10 pixelpicosean