Overengineering

Perhaps I was too busy thinking about if I could and not if I should.
Looking at DKC2 there’s never more than tens of collidable objects on screen (often less than 10). If that’s my inspiration then it’s a bit ridiculous to be optimising for hundreds of collidable objects.
There’s also the topic of collision in general. I like my current point-based collision system. It’s accurate and feels good, but does the game really need it? Probably not.
I’ll try out a couple of different ideas, e.g. capsules and a silhouette based system, and go with what works best.

On the plus side, I’m absolutely loving ECS.


Date
March 29, 2022