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May 27, 2016 at 12:56 comment added Celarix The virtual method calls are not (typically) the problem, but my profiler indicated that my intersection-depth method calls were through the roof - up to 2 million calls per frame with ~120 sprites onscreen. If every sprite overlapped, a similar number of virtual calls would take place.
May 27, 2016 at 4:25 comment added craftworkgames How did you determine the virtual method calls are the problem? Have you profiled the code?
May 27, 2016 at 1:27 history edited Celarix CC BY-SA 3.0
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May 26, 2016 at 11:46 comment added Celarix Ideally, each collision pair between two sprites would only be handled once, but I don't know how to do that without making a list of every sprite checked this frame, and lists are expensive when you make them once per sprite per frame.
May 26, 2016 at 11:45 answer added Babis timeline score: 1
May 26, 2016 at 11:44 comment added Philipp Why do you need sprites to send messages to the other sprites it collided with when those other sprites will also detect the collision on their own?
May 26, 2016 at 11:29 history asked Celarix CC BY-SA 3.0