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Nope: you just compare the memory position of two objects, independantly of the meaning of that position. So it works in any case!
It might not work in every case or on every platform. Look at this.
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Nope: you just compare the memory position of two objects, independantly of the meaning of that position. So it works in any case!
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Nope: you just compare the memory position of two objects, independantly of the meaning of that position. So it works in any case! The only thing that could make it fail is if you are recreating objects A and/or B and their position in memory changes.
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Have you tried finding how much the inner collision is costing you? When there are a lot of sprites, this might actually slow down. Maybe you should do a few tests without this inner collision detection?
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I'd also encourage you to use a profiler, if you can.