May be there are some effective algorithms how to achieve this mechanics in bubble shooter:
- bubbles or bubble groups, which don't connect to neighbors fall down
Right now I'm using a recursive function which goes through all the bubbles in the hex-grid and checks with a flood-fill if bubbles connect to the upper border. It works, but the problem is, that this calculation is very resource intensive and there is a lag each time this calculation takes place. So it is called for each bubble recursively.
Do you have any ideas how to do it in a different way?