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  1. as i said in the title of this thread i think it could be useful for performance to stop p2 calculating every air and ground enemy even if it's 2000 pixels away from me.. in my game (and i think this is true for most jumpNrun platformer games) it would be absolutely ok if the enemies start walking a second before i see them in my current cameraview .. lets say i have 10 enemies and 10 moving platforms on my map.. every step (60 times a second) phaser is calculating all of the objects on the map.. that means 1200 times per second every collision calculation presolve/narrophase whatsoever.. this must be bad for performance ? or are those calculations that simple that this doesn't count? i thought it would be great to tell p2 to only calculate a specific rectangle around my player -- let's say 1000x800 pixels .. every enemy stays on it's place until this rectangle touches it.. is this already possible in phaser somehow??
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