Hi,
ok I am embarking on another game with Corona after a break of moving into C# with Unity and VIVE VR.
My new game will have possibly hundreds of objects on screen and I will need to be checking for collisions etc.
So, I have created a bunch of objects in seperate Arrays that I am pooling to save having the garbage collector kicking in and out clearing lots of stuff up all the time.
At the moment I am moving the objects with transition.
I need to check for collisions on all these objects.
Question: should I use the physics engine or use overlapping rects/circles ?
Benefits of the physics engine are that I can check easily for collisions, If Iam using the physics engine I could use linear impulse to propel my objects instead of the transition api.
Question: what if I use the transition api for movement and the physics engine to check collisions? Is this going to save any CPU time?
I just want to get off to the correct start.
Thanks