这是我现在使用的代码:
For Local i : Int = 0 To Entity.Entities.Count() - 1
For Local j : Int = 0 To Entity.Entities.Count() - 1
If j = i Or Not Entity(Entity.Entities.ValueAtIndex(i)).IsPhyicsEnabled Or Not Entity(Entity.Entities.ValueAtIndex(j)).IsPhyicsEnabled
Continue
EndIf
Local a : Entity = Entity(Entity.Entities.ValueAtIndex(i));
Local b : Entity = Entity(Entity.Entities.ValueAtIndex(j));
Local dist : Float = Sqr(((a.Position.X - b.Position.X)^2) + ((a.Position.Y - b.Position.Y)^2))
If dist < Min(a.Radius, b.Radius)
a.Collide(b)
EndIf
Next
Next
问题在于循环。检查的次数太多了。有没有办法可以减少它?
答案 0 :(得分:1)
试试这个:
For Local i : Int = 0 To Entity.Entities.Count() - 1
If Not Entity(Entity.Entities.ValueAtIndex(i)).IsPhyicsEnabled
Continue
EndIf
Local a : Entity = Entity(Entity.Entities.ValueAtIndex(i));
Local aRadiusSquared = a.Radius^2
For Local j : Int = (i+1) To Entity.Entities.Count() - 1
If Not Entity(Entity.Entities.ValueAtIndex(j)).IsPhyicsEnabled
Continue
EndIf
Local b : Entity = Entity(Entity.Entities.ValueAtIndex(j));
Local distSquared : Float = ((a.Position.X - b.Position.X)^2) + ((a.Position.Y - b.Position.Y)^2)
If distSquared < Min(aRadiusSquared, b.Radius^2)
a.Collide(b)
EndIf
Next
Next
答案 1 :(得分:0)
我强烈推荐“游戏物理引擎开发:如何为您的游戏制作一个强大的商业级物理引擎”(长标题,但准确)。该网站和GitHub网页完全维护,AFAICT。老实说,那里的代码比书的代码要好得多,至少就我的情况而言。