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World Collision is already utilizing spatial hash maps but body/body collisions check against every other body which scales extremely badly. Implement some form of spatial partitioning (grid, octree eg)
The text was updated successfully, but these errors were encountered:
World Collision is already utilizing spatial hash maps but body/body collisions check against every other body which scales extremely badly. Implement some form of spatial partitioning (grid, octree eg)
The text was updated successfully, but these errors were encountered: