Someone has doubtless asked this question before, but I can't seem to find the answer. I have a trigger that checks for collision between two objects and fires a certain event. Eventually, there will be a movement speed where the objects simply pass through each other without firing the trigger. How fast I can make gameplay is going to be limited by this. Hence the above question.
Also, bonus points if you know of a method other than triggers and events that would allow me to detect collisions at even faster speeds (I'd prefer to avoid looped functions because I suspect that using them would induce a fair amount of lag). =p
Someone has doubtless asked this question before, but I can't seem to find the answer. I have a trigger that checks for collision between two objects and fires a certain event. Eventually, there will be a movement speed where the objects simply pass through each other without firing the trigger. How fast I can make gameplay is going to be limited by this. Hence the above question.
Also, bonus points if you know of a method other than triggers and events that would allow me to detect collisions at even faster speeds (I'd prefer to avoid looped functions because I suspect that using them would induce a fair amount of lag). =p
I assume it's the smallest amount you could make a periodic event fire at.
@MaskedImposter: Go
That would be every 0.0625 seconds, or 16 times per second.
@Nebuli2: Go
Thank you! (= I really appreciate the quick response.
@Someguy3141: Go
bonus point = likes?
there are dta only solutions to detect collision. just use a periodic behaviour in combination with a search effect.
Does a data-driven periodic effect fire more frequently than a trigger event?