Big game world with farseer

Oct 2, 2007 at 12:36 AM
Hey I have a question about your physics engine. All the demos I've seen so far work extremely great, but they all fit in one screen. I was wondering how your engine handles big game world... say a whole 2d sidescroller level filled with actors that interact with each other and the map. I assume the more actors your engine has to process, the bigger the hit on the cpu. So is there any mecanism to indicate to the physics engine to only process certain objects?

Thanks!
Coordinator
Oct 2, 2007 at 4:38 PM
You can disable bodies. When you do, they will not be processed. Currently there is no sweep and prune style broad phase collision so you would have to add some logic of your own to disable bodies that are not currently on the screen.

This could be some sort of grid solution or even just a test to see if a body is in the main view area.

I've not implemented and sample like this yet myself.