zacharyvincze / pokemon-red-sdl2

Pokemon Red reconstructed in SDL2. Mainly for game development and engine testing.
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Optimize tile collision method #8

Closed zacharyvincze closed 7 years ago

zacharyvincze commented 7 years ago

The current method used for tile collision is very inefficient. Any maps that are too big will slow down the game completely. Since I'm now using 8x8 tiles, it means even more tiles are being used per map. Which means there are more tile checks every frame.