#Missiles collide with themselves during lag spikes
6 messages · Page 1 of 1 (latest)
Its an exponential problem and it does affect processing. If you have two projectiles, each checks for a collision with the other. If there's 50 projectiles, each projectile makes 49 checks just for the other projectiles. These calculations are not free, and doing collision checks with other vehicles/terrain doesn't make these collision checks free.
Remember that computers can only do things one at a time. Its not an all at once "It hit something" check in a typical game engine
afaik the way unity does it doesn't account for each individual object that exists, and it only checks if anything intersects the collider during the update. NO also has mid-update detection to make sure fast objects don't phase through things, but that's really just a raycast/array of convex raycasts
so it shouldn't cause that much of a performance change anyway