OK, I pretty much use the Box2D physics engine to do all my heavy lifting so I’ll often make physics objects out of objects that don’t require physics, just for the ease of moving them around. I’ll make them a sensor and weld them to something else so essentially they move because the object they are pinned to moves. I use this for glows, explosions, force fields and also visual add-ons to physics objects. I got in the habit of doing this so Box2D calculated all the rotational changes.
This technique hasn’t been detrimental to game performance but lately, I’ve been experimenting with using Runtime enterFrame listeners to do the same work. I’m using trig analysis to rotate everything and it works just fine but I can’t tell if it is saving me any bandwidth.
I have thousands of physics bodies so a little gain here or there might add up to something. I know Box2D is a lean and powerful tool so maybe it is outperforming my methods. Should I just stick with Box2D?
Has anyone done any benchmarking of these approaches? Hunches are welcome too!