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How does Phaser handle optimization of draw & collide?


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Hey guys,


I'm making an rpg world that's seamless by appending & removing (custom) tilemaps as you near the edge


I was wondering, does Phaser handle optimization of draw calls (like, not drawing if off screen) or if collisions are optimized (not testing collisions on entities that are extremely far away), or do I have to make my own wrappers for this kind of stuff?

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This is an engine, you should expect it to take care of those things. In some unique cases you can guide graphics and physics optimizations a Little bit yourself, but often you won't have to think about such optimization yourself. I mean it's hard to do better than a quad-tree unless you know something very specific about your sceene that a generic library cant.

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