kurhlaa Posted June 27, 2018 Share Posted June 27, 2018 Hi, I have a question about different collisions calculations methods. I'm not sure how to test it by myself, so I wish to hear people with more deep knowledge of Phaser's internals. Imagine a tileMap, 1 ground layer, 10 moving objects with collisions enabled. The standard way to init collisions is: scene.physics.add.collider(target, groundLayer); .. here target can be a single object or a group of objects. So my question is - what is more efficient: 1 collider for every object (10 colliders in total) or Create a group of all 10 objects and only 1 common collider "group to group" Link to comment Share on other sites More sharing options...
samme Posted June 28, 2018 Share Posted June 28, 2018 Fewer colliders are better, and group colliders are more efficient. kurhlaa 1 Link to comment Share on other sites More sharing options...
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