Alright, so today I decided to try to further optimize my collision detection code for my tile engine.
This is what I did:
Circle class checks if there are points within range. If there are, then check for collision between player and tile.
Code:
int tileWidth = 128;
int tileHeight = 128;
int[,] Layer3 = { 1, 1, 1, etc... };
int tileMapWidth = Layer3.GetLength(1);
int tileMapHeight = Layer3.GetLength(0);
Rectangle tile, tile2;
for (int x = 0; x < tileMapWidth; x++)
{
for (int y = 0; y < tileMapHeight; y++)
{
int wallIndex = Layer3[y, x];
if (wallIndex == 1) //Full-sized Tile Collision (128 x 128)
{
if (collisionCircle.Contains(new Vector2(x * tileWidth + (tileWidth / 2) + (int)Player.camera.Position.X,
y * tileHeight + (tileHeight / 2) + (int)Player.camera.Position.Y))) //+ tile / 2 is for centering the point
{
tile = new Rectangle(x * tileWidth + (int)Player.camera.Position.X, y * tileHeight + (int)Player.camera.Position.Y, tileWidth, tileHeight);
Collide(tile);
}
}
}
}
This would check throughout layer3 if there is a "1". If there is, assign rectangle and check for collision if point is inside collision radius.
Also, I checked this code(with a draw method), and I know it's working properly, at least the behavior.
I added in about 120,000(32 x 3888) tiles to try to make it lag, and before the code, it lagged a little bit. But after I added in the code, it lagged even more so.
I thought that since it would only check for collision between tiles(points) that are within the radius it wouldn't even remotely lag, but that's not the case...
Any help/ideas on how to optimize this would be great.
Thanks a lot, Shyy
EDIT:
Cirlce.Contains() code:
public bool Contains(Vector2 Point)
{
return ((Point - position).Length() <= radius);
}
I used a circle because I've heard it's faster than using a rectangle.