# Optimization, Performance HELP

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### » Wed Feb 19, 2014 1:32 pm

nice, thanks!
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### » Wed Feb 19, 2014 1:47 pm

@vtrix : "i do this, system compare tickcount%2 = 0 (checks every 2 ticks)
subevent on collision"

I think you have 1/2 chances to miss the collision like that, it is more overlapping That'll work like this I think
Game design is all about decomposing the core of your game so it becomes simple instructions.
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### » Wed Feb 19, 2014 10:20 pm

@Aphrodite

Aphrodite wrote:I think you have 1/2 chances to miss the collision like that, it is more overlapping That'll work like this I think

i don't think there's a difference, if you only check once per 2 ticks, on collision or is overlapping will have the same result, nothing is checked between ticks, there is certainly more chance to miss the collision in both cases, but in my tests once per 2 ticks is unnoticeable, i have it set even higher, its a tradeoff
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### » Thu Feb 20, 2014 9:21 am

vtrix wrote:@Aphrodite

Aphrodite wrote:I think you have 1/2 chances to miss the collision like that, it is more overlapping That'll work like this I think

i don't think there's a difference, if you only check once per 2 ticks, on collision or is overlapping will have the same result, nothing is checked between ticks, there is certainly more chance to miss the collision in both cases, but in my tests once per 2 ticks is unnoticeable, i have it set even higher, its a tradeoff

I was just refering to the fact that On collision triggers.. on collision, if the collision happens on one tick that you don't check, it won't register the tick after, but I could be wrong.
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### » Sat Feb 22, 2014 12:55 am

https://dl.dropboxusercontent.com/u/61666915/collisioncheck.capx

Didn't see the reply, i did a small test, it still registers after the "collision" happens, i think on collision is just a triggered "is overlapping"
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