It seems like physics is a big hit to performance overhead, rather than using a simpler system. Writing a few functions to test for a points intersecting rectangles, or rectangles overlapping, is pretty easy.
On the other hand, after working with one of these custom systems you start to see limitations. Shapes need to be circles or rectangles. It’s also necessary to create you own systems to check collisions looping through objects. Then there’s the problem of fast moving objects, that move through an object, don’t generate a collision.
Physics solves many of the problems above in a quick and easy to use package. It would be really great if there was collision detection system based on physics without the physics! No gravity, no motion or other stuff. Just the collision system. Make an object, set the shape, register it for collisions.
Since this is isn’t available at the moment, what are the best settings for optimizing physics for use as a 2d collision detection system? Creating all objects as dynamic with isSensor set true?