Debug request: Brute force collision checks

Discussion and feedback on Construct 2

Post » Mon Jan 20, 2014 4:45 am

Just thought it might be helpful if we could see how many brute force collision checks we're making because the new grid collision thing is ambiguous (regarding whether it's working or not with subevents etc.) it will help clear that up.
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Post » Mon Jan 20, 2014 2:53 pm

The debugger already tells you this with the collision checks count. It's not ambiguous, that counter is exactly how many collision checks it's made.
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Post » Tue Jan 21, 2014 3:31 am

Ok lets see if I can make this clearer.

You've stated that there are 2 types of collision checking:
1. Brute force.
2. Cell optimized.

If the debugger seperated those checks into 2 seperate counts then it would be easier to tell whether we need to alter our events because many of us use a lot of subevents (and you said that you may not have the cell optimized method if you don't use top level events).
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Post » Tue Jan 21, 2014 7:42 am

@alspal theres another thread with same question, u should be able to find it with keyword brute force.

what i did to check my game is create a lot of sprites on my layout far away from the player, and it did not slow down, u can probably do the same and check the number of collision checks in debugger :)
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Post » Mon Feb 10, 2014 10:47 am

bump
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