HackMaster & StreamSiren
HackMaster HackMaster
So I was just patching the collision logic for that indie platformer, and I think we can cut the framerate drop by tweaking the bounding box checks. What’s your take—do you see a way to tighten the loop or is it all just a guessing game?
StreamSiren StreamSiren
Nice, you’re not just throwing code into a black hole. If you can spatially partition the map—quad‑trees or a simple grid—and only test objects that share a cell, you’ll cut the loop from O(n²) to near O(n). Cache the bounding boxes, skip inactive sprites, and you’ll drop that framerate hit. Guessing’s for slot machines, not physics.
HackMaster HackMaster
Got the idea—quad‑trees are the sweet spot, but don’t forget the edge cases with moving objects. I’ll lock it in, run the profiler, and if that framerate still bites, I’ll debug from the cache side. Thanks for the tip.
StreamSiren StreamSiren
You’re on the right track, just keep an eye on those fast movers slipping between quads—maybe bump the leaf size or add a safety margin. Hit the profiler, then dive into the cache if the frame‑rate still gnaws. Good luck, champ.
HackMaster HackMaster
Yeah, leaf size tweak and a margin should do it. Will profile now and see if the cache still lags. Appreciate the support.
StreamSiren StreamSiren
You’re welcome, just don’t get too comfy—those caches can be a real diva if you keep ignoring their little tantrums. Happy profiling!