This project has moved and is read-only. For the latest updates, please go here.

Fastest for large, static worlds: Fixed Polygon Shapes or Loop/Edge Shapes?

Topics: User Forum
Oct 10, 2013 at 11:04 AM
I import a lot of static level polygons from my level editor. I'm wondering if it is fastest to use fixed polygon shapes or loop shapes. I do not need inside edge collision so there is no downside to loops.

Anyone ran any intensive benchmarks? I will try, but if there is prior work.. always useful. thanks
Oct 14, 2013 at 2:17 PM
bump. sorry.
Oct 16, 2013 at 12:49 PM
Edges are fine.
Oct 16, 2013 at 2:00 PM
Thanks for reply. Do you know if they are faster than polygons for this purpose?
Oct 17, 2013 at 10:12 AM
they are not faster than polygons, but if u have a tile engine or something, edges dont have the ghost bug.
i have testet it with 400k eges, performance was still good.
Oct 24, 2013 at 5:57 PM
Understood. Thank you. Yes i have a tile based engine. my editor does some polygon simplifcation to combine across tiles, but i definitely need to negate the ghost bug.