hex-engine
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Performance with many physics objects
I noticed that after adding a dozen circles that collide the rendering slows down considerably. matter.js appears to be able to handle much more than this, so I don't think the problem is the underlying physics lib. It looks like it is caused by useEntitiesAtPoint
doing a ton of matrix operations.
Sample repo: https://github.com/ianobermiller/jezzball-in-hex
Thank you for opening this!
This should be improved in @hex-engine/[email protected]
. Could you take a look?
That definitely helps! There are still issues with 50-100 balls but it is better.
I'll keep this issue open, because there are other improvements I want to make.