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Recommended max sphere colliders for smartphone?
What is the recommended maximum number of sphere colliders to be used in a game for release on the windows appstore? should i limit the game to 10, 50, or 100 sphere colliders, at 15fps physics time?
Try 100. Too slow? Then try 50. Still too slow? Try 10. Recommended limits are meaningless - there is simply no substitute for checking actual code on an actual device.
Tanoshimi, i feel you are interpreting the question rigidally (and frigidally, this is a general beginners help forum).
For a start it depends if the smartphone can use physx, no? some do some dont?
I oversimplified the question for the sake of not wasting your time, originally it said... for a game that uses only bouncing round objects and a background, whe is the recommended max number of objects...
i'm not asking for a precise number like 45.5 sphere colliders,
get a subjective questiong give a subjective answer, i want an order of magnitude.
Tanoshimi... do you know the expression... everything is relative. within reason, interpret relative values.
I guess i should follow angry bird's example, never more than about 50 simple rigidbody colliders.
That second link is in the forum. Subjective and Argumentative is not a problem there.
This isn't a general beginners help forum. Its a specific scripting forum with a general basic requirement of having done a little research and tutorial based learning before posting a well structured question.
General questions and those which are frankly repetative simply clog the place up with gumpf.
If you can find it with a google search or by a simple scene based test, which in your case you can, do so.
Don't mean to offend; this is how it is.
Answer by PouletFrit · May 27, 2014 at 02:51 PM
it all depends of how much the other sectors of ur game are demanding... But 50 or 100 sphere colliders SHOULDN'T be a problem.
I highly suggest u to make some builds and test it.
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