HackMaster & StreamSiren
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?
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.
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.