Octopus_Tophat
Member
Hi! I've been working on my platforming game for about 3 years. There's a lot of object interaction, such as being able grab and throw objects, attach them to other objects, attach strings or rods to objects, glue them to the terrain. It's fairly robust. It's all using verlet integration and different kinds of constraints.
So I've created my own physics engine for it. I have my own collision system that handles many different types of shapes (using SAT for polygonal shapes) and sorts the objects in a hash table. It's fairly optimized to handle the number of objects I'm using.
I just want to know if this is all worth it. Does the built-in collision system use any kind of quadtree or spacial partitioning? Is there any reason the built in functions would be faster, or should I continue to use my own system that is specially designed to work for my game?
I've always been against using pre-made code and stuff, but I just would like to know if the collision is especially optimized behind the scenes. If so, I should be able to make a kind of hybrid of the two.
So I've created my own physics engine for it. I have my own collision system that handles many different types of shapes (using SAT for polygonal shapes) and sorts the objects in a hash table. It's fairly optimized to handle the number of objects I'm using.
I just want to know if this is all worth it. Does the built-in collision system use any kind of quadtree or spacial partitioning? Is there any reason the built in functions would be faster, or should I continue to use my own system that is specially designed to work for my game?
I've always been against using pre-made code and stuff, but I just would like to know if the collision is especially optimized behind the scenes. If so, I should be able to make a kind of hybrid of the two.