I’m curious about opinions on using Physics for detecting collisions vs creating a custom hit test. Is physics a big performance hit when you are only using it for detecting collisions? [import]uid: 98652 topic_id: 26566 reply_id: 326566[/import]
Might as well continue the conversation with myself.
Many times I see games that do not use physics mechanics, but only include physics for collision detection. Seems to me that this makes collisions easy. But, it must add a lot of processor overhead. I can only imagine that there is a lot of code that is being executed unnecessarily. I also suspect that in many cases doing a simple hit test on two rectangles or circles would work as well, though you would have write this code yourself.
Then again, maybe the Box2d system has some optimizations built in that can be taken advantage of when using physics only for collisions. Which I suppose is the real question. [import]uid: 98652 topic_id: 26566 reply_id: 107829[/import]