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Overhaul collision detection, such as with a quad tree #189

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JoshuaKGoldberg opened this issue Dec 24, 2015 · 0 comments
Open

Overhaul collision detection, such as with a quad tree #189

JoshuaKGoldberg opened this issue Dec 24, 2015 · 0 comments
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area: performance Improving the speed of games. difficult This is a hard issue. You'll want to get a few smaller ones done before trying it. status: accepting prs Go ahead and send a pull request to resolve this issue!

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@JoshuaKGoldberg
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Not a priority since collision detection is rarely a perf issue. In the future it would be nice to have this as an option. No, this is definitely a priority now!

The physics engine is a very slow part of EightBittr games. Especially in games such as FullScreenMario and FullScreenPokemon that contain many objects, first figuring out the quadrants of every Thing each tick (!) and then running collisions against many takes up a lot of time.

I want to see how other JS game engines such as Phaser.js do this - do they use a quad tree or something else?

@JoshuaKGoldberg JoshuaKGoldberg changed the title Upgrade to use quad trees within quadrants Overhaul collision detection, such as with a quad tree Jul 12, 2020
@JoshuaKGoldberg JoshuaKGoldberg transferred this issue from FullScreenShenanigans/ThingHittr Jul 12, 2020
@JoshuaKGoldberg JoshuaKGoldberg added difficult This is a hard issue. You'll want to get a few smaller ones done before trying it. status: accepting prs Go ahead and send a pull request to resolve this issue! type: feature Suggested enhancement or new ability. area: performance Improving the speed of games. and removed type: feature Suggested enhancement or new ability. labels Jul 12, 2020
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Labels
area: performance Improving the speed of games. difficult This is a hard issue. You'll want to get a few smaller ones done before trying it. status: accepting prs Go ahead and send a pull request to resolve this issue!
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