Sunday, June 15, 2014

Internally pretty much all the computation is switched to an own implementation of fixed point maths now which is hopefully more performant on machines without an FPU. The "physical mover" also uses the fixed point library now and seems to work well:

The collision detection has been modified a bit to check each entity immediately after moving, otherwise it caused a lot of ugly overlapping. This is probably not fully optimized yet, particularly this demo still runs slow on my phone.

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