valueerror Posted April 8, 2014 Share Posted April 8, 2014 My game is already quite complex and it's getting even worse ;-) because i have several objects that for example should collide with some other objects but not collide with a specific group of objects or because i'm using a postBroadphase callback and other things i think i need to work with collisionGroups, and therfore i need to set game.physics.p2.setImpactEvents(true);but rich said that those impactEvents are set to false because they are very expensive - so my question is the following: i have at least 8 kinds of GroupCallbacks with different collsionGroups that could be replaced with onBeginContact signals. while using object.body.collides([thisgoup,thatgroup]) for the overall collision handling would it make sense to use onBeginContact instead of groupCallback to get a better performance ? Link to comment Share on other sites More sharing options...
JP91 Posted April 8, 2014 Share Posted April 8, 2014 I think that @ Rich says that is because if there are a thousand impacts of any kind, everything is sent to the time and of course that's very expensive in the equation, so it is best to control what you want it to collide with collision mask or onBeginContact. Link to comment Share on other sites More sharing options...
Recommended Posts